History Main / UnstableEquilibrium

28th Aug '16 3:26:06 PM Deathhacker
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* A problem in any sort of Turn-based Wargame, most notably ''TabletopGame/{{Warhammer 40000}}'' and ''TabletopGame/WarhammerFantasyBattle''. This is because both players will inevitably start out with the same amount of units, but one player will always go first. This means that he gets one turn to fire weapons at his opponent with impunity, which results in the other player logically starting with a handicap (as statistically some of his troops are going to bite the dust before he even gets to move).
** Though a lot of the games compensate by having the player who goes first also place his troops first, so the second player has the compensatory advantage of being able to take his opponent's troop placements into account in his own deployments.

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* A problem in any sort of Turn-based Wargame, most notably ''TabletopGame/{{Warhammer 40000}}'' and ''TabletopGame/WarhammerFantasyBattle''. :
**
This is because both players will inevitably start out with the same amount of units, but one player will always go first. This means that he gets one turn to fire weapons at his opponent with impunity, which results in the other player logically starting with a handicap (as statistically some of his troops are going to bite the dust before he even gets to move).
** Though a A lot of the games compensate by having the player who goes first also place his troops first, so the second player has the compensatory advantage of being able to take his opponent's troop placements into account in his own deployments.deployments. In the above examples, the Reserves rule was implemented in 40k specifically so that you can hold some of your troops back from the initial volley of shots, at the expense of them not being able to do anything until they come in from reserves.
** The issue also compounds in bigger games; while theoretically the forces scale up and casualty percentages remain constant, the dice roll ''doesn't''. If 10% of all your shooting would be ineffective, then it would greatly matter if that 10% would be enough to save a model or not. In small games, that might not be enough to actually remove a model, thus removing the opponent's combat efficiency. In large games you might have just removed an entire squad holding weapons unique to them.
26th Aug '16 8:11:50 AM GentlemensDame883
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* ''VideoGame/{{Evolve}}''. A Monster that manages to stay ahead of the Hunters will get more time to feed uninterrupted, allowing it to Evolve more quickly and grow as a threat. However, if it gets caught early and often, it will end up wasting precious time in the Dome, and that's if the Hunters don't manage to do enough damage to get through its armour to its health. Health doesn't regenerate and isn't fully restored when Evolving, meaning Hunters can slowly but surely chip a Monster to death over a number of fights.
20th Aug '16 1:13:33 PM ReaderAt2046
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** Though a lot of the games compensate by having the player who goes first also place his troops first, so the second player has the compensatory advantage of being able to take his opponent's troop placements into account in his own deployments.
13th Aug '16 11:11:22 AM ReaderAt2046
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[[folder: Fan Works]]
* This is one of the main reasons behind the Apple Trust's titanic power in FanFic/RainbowDoubleDashsLunaverse. Because they can afford to buy the latest Magitek and fix up their infrastructure when it breaks, they can produce far more crops with the same amount of labor, which in turn gives them more money and influence.
[[/folder]]
11th Aug '16 9:37:49 AM UmbrellasWereAwesome
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** In ''VideoGame/Halo5Guardians''[='s=] Warzone mode, you earn more energy levels by kicking ass. Higher energy levels allow you to requisition more powerful weapons and vehicles, which allow you to kick even more ass and earn even more energy levels.

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** In ''VideoGame/Halo5Guardians''[='s=] Warzone mode, you earn more energy levels by kicking ass. Higher energy levels allow you to requisition more powerful weapons and vehicles, which allow you to kick even more ass and earn even more energy levels. That said, requisitioning weapons will reduce your energy level, with the most powerful ones setting it back to zero, and there is a cap on how much energy you can have at any given time.
11th Aug '16 9:35:27 AM UmbrellasWereAwesome
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** In ''VideoGame/HaloReach'', the weapons you have when you blast off in the sabre fighter determine what weapons you have when you board the Covenant Corvette. On harder difficulties a poor weapon choice can dramatically affect how well you do on the Corvette level.

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** In ''VideoGame/HaloReach'', the weapons you have when you blast off in the sabre Sabre fighter determine what weapons you have when you board the Covenant Corvette. On harder difficulties difficulties, a poor weapon choice can dramatically affect how well you do on the Corvette level.



** In ''VideoGame/{{Halo 4}}'' this is the whole point of Dominion. Of course to make things fair some weapons randomly spawn outside on the field, away from the bases to give either the winning or losing team a upper (or lower depending on the player and weapon) hand. However, when the losing team loses the last base they had, the entire team enters a mode that gives overshields to help them win back a lost base. If they die, they stay dead until a base has been re-captured or they lose.

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** In ''VideoGame/{{Halo 4}}'' 4}}'', this is the whole point of Dominion. Of course to make things fair some weapons randomly spawn outside on the field, away from the bases to give either the winning or losing team a upper (or lower depending on the player and weapon) hand. However, when the losing team loses the last base they had, the entire team enters a mode that gives overshields to help them win back a lost base. If they die, they stay dead until a base has been re-captured or they lose.lose.
** In ''VideoGame/Halo5Guardians''[='s=] Warzone mode, you earn more energy levels by kicking ass. Higher energy levels allow you to requisition more powerful weapons and vehicles, which allow you to kick even more ass and earn even more energy levels.
10th Aug '16 7:22:03 PM thatother1dude
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** A negative example of this trope manifests in the new Casual game mode. Games there are usually played for 2-3 rounds - each team taking one side - without autobalance shifting players between teams mid-game. This has led to a commonly observed scenario: one side wins, players from the losing side RageQuit, putting the losing team at an even greater disadvantage and feeding into more ragequits, and an unsatisfying game for almost everyone involved. This has elicited reactions from players wanting autobalance back - despite the fact that it had garnered a reputation as a ScrappyMechanic for forcing unlucky players to fight against the fruits of their hard work.

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** A negative An accidental example of this trope manifests in the new Casual game mode. Games there are usually played for 2-3 rounds - each rounds--each team taking one side - without side--without autobalance shifting players between teams mid-game. This has led to a commonly observed scenario: one side wins, players from the losing side RageQuit, RageQuit (with no penalty, [[AntiRageQuitting unlike in Competitive]]), putting the losing team at an even greater disadvantage and feeding into more ragequits, and an unsatisfying game for almost everyone involved. This has elicited reactions from players wanting autobalance back - back, despite the fact that it had garnered a reputation as a ScrappyMechanic for forcing unlucky players to fight against the fruits of their hard work.
2nd Aug '16 3:52:01 AM Morgenthaler
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* Towards the end of an early mission in ''MechCommander'' you face a [=MadCat=], a very tough enemy. The game does allow you to avoid the fight but beating it very often nets you this mech and with it you will waltz through the other early missions. The point being that only players good enough to get through the rest of the mission essentially unharmed can consider accepting battle, those struggling won't have their mechs in any shape to face it.

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* Towards the end of an early mission in ''MechCommander'' ''VideoGame/MechCommander'' you face a [=MadCat=], a very tough enemy. The game does allow you to avoid the fight but beating it very often nets you this mech and with it you will waltz through the other early missions. The point being that only players good enough to get through the rest of the mission essentially unharmed can consider accepting battle, those struggling won't have their mechs in any shape to face it.
25th Jul '16 4:55:25 AM Gadjiltron
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** A negative example of this trope manifests in the new Casual game mode. Games there are usually played for 2-3 rounds - each team taking one side - without autobalance shifting players between teams mid-game. This has led to a commonly observed scenario: one side wins, players from the losing side RageQuit, putting the losing team at an even greater disadvantage and feeding into more ragequits, and an unsatisfying game for almost everyone involved. This has elicited reactions from players wanting autobalance back - despite the fact that it had garnered a reputation as a ScrappyMechanic for forcing unlucky players to fight against the fruits of their hard work.
12th Jul '16 1:25:59 AM ArcaneAzmadi
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** Honor decks can control the ImperialFavor, a bonus which has had a staggering number of different uses over the years.

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** Honor decks can control the ImperialFavor, Imperial Favor, a bonus which has had a staggering number of different uses over the years.


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** The aspect of the game that pretty much ''everyone'' agreed on was its biggest flaw was the way the battle system resolved: once all players involved in the battle had finished taking actions, the total amount of force on each side was counted up. The army with less force, even if only by 1 point? ''Annihilated.'' And to add insult to injury, the winning player gained 2 honour for each card they destroyed this way, which could add up to an ''enormous'' surge in a large battle. If you didn't commit everything you had to the battle, you risked losing, but if you did and lost anyway you'd basically lose the game in one battle, while the victor lost nothing (apart from any cards destroyed by in-battle actions like ranged attacks). The [[TakingYouWithMe Yu]] trait was basically introduced as a direct attempt to limit the effects losing a battle could have on the game.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.UnstableEquilibrium