2 hours ago, Glenos said:
Racing games have the technique called rubber banding. I just want to know what the same kinds of techniques are called for RTS games.
The technique is called rubber banding for all game genres, although it does fall under the broader umbrella of comeback mechanics. In RTS rubber banding is viewed negatively by most players and designers. The opposite of rubber banding is called snowballing where the player who is winning gains additional advantages (like a snowball rolling down a mountain gets bigger and bigger). This is prevalent in RTS games because after a battle, the winning commander has a positional advantage and can generally secure additional resources while the other commander rebuilds their ranks.
One attempt to solve these issues is with creative map designs, causing additional base expansions to increase player vulnerability to attack. However, this can have the effect of causing players to refuse to leave their first base.
Caution is required when designing an RTS because you want to allow both push forward and defensive gameplay styles to be valid while not playing favorites, and any rubber banding or snowballing must be minimal otherwise players will cry foul.
I look forward to an interesting discussion.