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Cooldowns: The case against "free" abilities on units.
Real time strategy games are, among other things, games of resource management. Trading efficiently against the opponent’s units is a top priority throughout all stages of the game. Late game fights can turn into battles over one or two bases on certain maps. Energy based abilities are often saved for the most impactful moments. With some exceptions, the person who tends to use all their resources most efficiently is favored to win the game.
Enter cooldowns. These are abilities that can be used essentially for free, with the sole limiting factor being the rate at which you can use them. This "rate of fire" on most of these abilities is relatively low, making these abilities spammable from the moment they're obtained. These abilities tend to turn otherwise useless units into powerhouses without adding any additional resource management component into the game. Given that some of these abilities are quite powerful, this can lead to sections of the game that feel lopsided due to the ability’s effectiveness peaking at certain points in the game.
I’m going to use some Starcraft II units as an example, since it’s one of two RTS games I’m most familiar with. For reference, here’s a list of all the unit cooldowns in the game:
- Zealot Charge
- Stalker Blink
- Adept Shade
- Dark Templar Blink
- Disruptor Purification Nova
- Void Ray Prismatic Alignment
- Reaper KD8 Charge
- Medivac Boost
- Widow Mine Sentinel Missile
- Battlecruiser Yamato
- Battlecruiser Tactical Jump
- Cyclone Lock On
- Ravager Corrosive Bile
- Corruptor Caustic Spray
- Swarm Host Spawn Locusts
Now, I’m not saying all these abilities are strictly bad things, but I do think that the majority of these abilities are band-aid fixes on otherwise poorly designed units. Medivacs got a speed boost ability added to both help increase the significance of drops later in the game and to help Terran keep more of their units to aid in efficient trades. Dark Templar only got blink because they’re a huge investment and are quite fragile, making their impact in the lategame very low for the high cost. Zealots have charge because things like concussive shell would make it impossible for them to engage otherwise (but that’s a whole different discussion). Adepts have the Shade ability because they lack mobility otherwise. I think I’m seeing a pattern here…
As a quick aside, the only ability I kind of like as a cooldown out of all of these abilities listed is Stalker Blink. This ability creates more micro opportunities that skyrocket the effectiveness of an otherwise poor unit, both increasing the mobility and map control abilities of a mass Stalker composition as well as creating micro opportunities within engagements that can be very rewarding with high APM. I would not, however, be against changing this to an energy based ability or something else entirely if given the choice.
The Source of the Problem
Why does Starcraft II have so many extremely powerful abilities on cooldown? There are a few hypotheses I have:
- It’s a simple band-aid fix for an otherwise poor unit, whether that be poor overall or poor at scaling throughout different phases of the game. As an example: the zealot, adept, and stalker would be completely worthless past the early game without their respective abilities. We can have a whole discussion on the problems with Gateway units in SC2 alone, but we’ll leave it here.
- The existence of the High Templar and (to a lesser extent) the Ghost’s abilities that completely crush spellcasters. Feedback and EMP both existed in Brood War, but Feedback was rarely used and EMP was not nearly as dangerous. These abilities, IF they exist in an RTS, should be expensive and high in the tech tree (Dark Archon Feedback), hard to land/micro intensive (Science Vessel EMP), or both.
- They are trying to play off of the popular MOBA games that also have numerous unit cooldowns. Please don’t use this as a reason to put cooldowns in your game.
I think the best way to handle the issue of unit cooldowns is to approach unit and army design from a perspective based on unit interactions. Brood War didn’t need any cooldown abilities because the units themselves had high micro potential. This is on top of the fact that things like unit surrounds were much harder to execute, making the actual happening of a surround or bodyblock an enormous deal. Note that a good number of the cooldowns in SC2 are based on movement, especially the Gateway units. Gateway instantly gets surrounded or easily microed against in both PvZ and PvT, making a movement based ability a necessity just to make the units competitive. The Medivac is another example of an okay-ish unit given a cooldown to increase its efficacy throughout the mid and late game. Increasing the skill cap of micro abilities such as surrounds and bodyblocks, along with reducing the number of anti-micro abilities within the game, would reduce the need for abilities needed to either get out of jail free or just make your units do something against certain armies.
Another way to handle this is to have fewer “hard counter” abilities that lead to situations where mana-based units are worthless. EMP and Feedback type abilities should not be nearly as accessible and spammable. Again, using micro to help mitigate enemy unit abilities is a better solution than just being able to delete the most effective portions of an army.
Finally, you have other resource costs for abilities. Stim costs health. Reaver scarabs and Carrier interceptors cost minerals. Defiler Consume costs units. These are all great, as they trade non-mana resources for the usage of some of the strongest abilities in the game. I believe Swarm Hosts would not nearly have been the issue they were in Heart of the Swarm if Locusts cost minerals. Giving powerful abilities some sort of cost, some sort of expenditure of resources, can make the abilities in question become much more fair and manageable.
As I said earlier, real time strategy games are, among other things, games of resource management. Cooldown abilities circumvent the entire resource management scheme of the games they’re in, and StarCraft II is a game full of examples of this. Putting just about any resource cost on these abilities, or retooling the units so they don’t require cooldown abilities, are both better solutions to the cooldown ability problem. This would eliminate power spikes during points in the early midgame where massing units with a cooldown ability can easily crush an opponent, as well as make fights and compositions overall more interesting. I am open to discussing why cooldowns aren’t as bad as I think, though I really do fail to see any lasting upsides to their inclusion in an RTS.
Thanks to the Frost Giant team for being so open to feedback! It’s been a dream of mine to talk about subjects like this with other RTS fans.
Edit: First, thanks for the gold! Second, I want to highlight a fantastic point brought up by u/FlukyS about effectiveness of unit abilities:
Honestly the biggest thing I thing and it hits a bit on your point is to avoid units that will exponentially grow in power with more units. It should be 1 is powerful 2 is a bit more powerful but as soon as you start hitting 5+ of any spell caster they should be dropping off in usefulness. No one spell caster should entirely flip the game unless you hit the best storm ever.Almost all of the battle units with cooldowns suffer from what I'll call "snowball syndrome" for now. None of them drop off in effectiveness as you continue to mass them; they only get more powerful. Yes, this used to happen with Infestors as well but that was due to free units which, in my opinion, have no place in an RTS. You don't currently get this type of scaling with any other spellcaster in SC2 or in Brood War. Most of the units with Snowball Syndrome are units like the Adept or Ravager that are battle units on their own with an ability stapled to them to increase their power en masse. This does indeed hit at the core of this whole cooldown issue, and I'm glad it was brought up.
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