Glossary of RTS Terms


Military Unit to Splash Damage
Military Unit Any unit of any type that packs a weapon of any kind and is involved with the actual fighting. Some workers in many games can defend, but either very inefficiently as military units or in special circumstances. Back
Minimap The small radar map of the entire battlefield, usually tucked away in the corner of the game interface. Units, buildings or other notable objects are represented as colour coded dots, while a postage stamp sized image of the entire game map is revealed as your units and allies explore it. Generally, all friendly and allied units will appear on the map, whereas enemy units will only be tracked if they're within visual or radar range of any allies. You can click on the dots and pick units and targets off the minimap and smart players will use it to quickly navigate around the map or set way points globally. More info Back
Mod Short for Custom Mod.or more specifically, Custom Modification.Back
Modder Someone who makes a Custom Mod! Back
Modifier

A number that changes one stat before it can affect another. For example, a bullet worth 10 points would subtract 10 points of health from a unit. But if the unit is "wearing" armour, it might have a small modifier to reduce the effects of the bullet. A unit with +3 armour will take 3 points off that attack to only lose 7 health points. Modifiers are usually shown with a plus or minus, or as a percentage, and basically let you know that the unit has been upgraded, or temporarily altered. Modifiers can be used in as many different situations as regular stats, and depending on how carried away the developers get, you can have lots of the little buggers all interacting and "stacking" on top of each other.Back

Money Map A term mainly used in StarCraft multiplayer circles to describe a map that has been hacked or designed to have a vast amount of resources on it, effectively making them unlimited and removing the need for expansions. Money maps are extremely popular on Battle.Net, and the classic StarCraft example being the nearly endless variations of the Big Game Hunters map.Back
NPC Acronym: Non-Player Character. This is a pre-scripted character "roleplayed" entirely by the computer, or a character directed by the computer AI to give you a bit of a multiplayer challenge. It applies to any character (as distinct from a mindless unit) that acts and talks without any human control, usually to a pre-determined script. This is most often used in RPG games. You'll find "hero" units in games like StarCraft are pretty much like cut down NPC's, although the scripted versions aren't a patch on the new generation of simulated characters you find in sim management games like The Sims, Startopia or Black & White.Back
omw Chat acronym: On My Way. For team games, a quickly typed, no-nonsense acknowledgement to any team mate calling for help.Back
Population Cap Also referred to as a Pop Cap or Unit Cap. An arbitrary limit to the maximum number of units that a player can ever have at the same time in a game. Usually, this is set by the game designers to accommodate the power of the computer, avoid network lag on multiplayer games, or simply to keep the game fair. A population limit may represent the actual number of units you can have, or is a set of points that represent the total amount of economic "support" that your forces may require. More details.Back
Powering See Booming. Back
Passive Ability A Passive Ability is an attribute or ability that a unit or building has that can affect things around it, without the need for the player to activate it or control it by hand. For example, a healer unit may have healing as a passive ability: any units that stand within a certain radius of it have their health replenished at a constant rate. A Hero might have a morale boosting, or attack enhancing effect on friendly units around him.Back
POV Acronym: Point Of View. Usually refers to something's visual perspective, i.e. a unit's Point of View as seen from its position on the map. Back
Race This refers to each distinct side in an RTS game. Usually, two races are pitted against each other, e.g. humans vs aliens, Romans vs Vikings, Round Robots vs Square Robots. The usual convention is to have a number of different groups that play very differently, whilst still giving everyone a balanced game. Back
Random Map A random but fair computer generated map for multiplayer or single player skirmishes. Age of Empires II has an excellent set of randomly generated map types, and Settlers III also produces them. This is distinct from a custom map or scenario that have been lovingly put together by humans. Back
Ranged Unit A unit that fires a ranged weapon of some kind that can damage other units at a range greater than its immediate vicinity - that is, its got a gun! Or a bow. Or its a slimy monster that spits acidic venom that dissolves space cadet armour! Whatever it is, a Ranged Unit is the opposite to a melee unit, which has to run up to its target when trying to punch its lights out. Examples: any kind of tank or artillery piece, fixed turret, spitting cobras, dung throwing monkeys, Robin Hood and Dirty Harry. Back
RL Chat acronym: Real Life. We all have one of these, despite what some trolls may tell you. As we all know, RL comes first.Back
RPG Acronym: Role Playing Game. Role Playing Games are similar to RTS in that you have a map and characters, except the emphasis is on "roleplaying" a single hero unit and/or a small band of characters. While RTS units are cloned cannon fodder, RPG characters are more complex, possessing character traits, skills, an inventory of special objects and items and ways of interacting with other characters that doesn't involve just shooting them.Back
RTS Acronym - Real Time Strategy. Strategy that barrels along in Real Time. But you knew that already, didn't you! Didn't you? Obviously you've beamed in via a search engine and somehow missed RTSC's front door. Try some more details in Boring Theory...Back
Raid A small incursion, designed to knock out one or two targets of opportunity rather than an all out attack. Similar to a Rush, except raiders use small nip and tuck attacks at the edges to snip away at undefended outposts and vulnerable extremities. The idea is to distract their opponent from an rapid build up by forcing them to spend more on early defences, i.e. its to distract the defender to focus on the entire map hunting down small raiding parties rather than build up their forces. Raids are usually easier to do at the start of a game when there's less units and advanced technologies on the field.Back
Rush A Rush refers to a sizeable number of units that are charged or "rushed" at the enemy in a blitzkrieg to catch them unprepared. Rushes are supposed to seriously damage their economy, putting players on the defensive, or just killing them off outright. Rushes are often done early in a game when players at their weakest, and often use just one type of unit. Rushing can be controversial in RTS circles; it is frequently abused by okay players to take advantage of newbies (play on Battle.Net and you'll see what I mean!), making use of insider knowledge and short cuts at their expense. Many games have taken steps to reduce its importance; StarCraft units for example, require a lot of manhandling and you can only select twelve at a time; half the turrets in the TAUIP custom unit pack for Total Annihilation were expressly designed by frustrated players to stop dead any early rushes and "return strategy back to the game"; and Age of Empires makes it very difficult for any mobile units to do any damage to any buildings until you reach the Castle Age and spend time knocking over castle walls. Some rushes, especially those with unfair advantages, can be quite cheesy. Rushing is a tactic that lends itself to fast paced, short action games rather than long campaigns - learning to counter it is an excellent way to sharpen your early game. Back
Rusher Someone who just loves Rushing. A player whose favourite strategy is to simply storm their opponent before they can get started, hoping for an easy win. Generally speaking, a Rusher will have their opening moves down pat, sometimes even choreographed to the last second. In some circles, rushing is frowned upon as the strategy of lazy slobs who can't last a full game. But for any Shooter fans wanting to get into Real Time Strategy, quick rushing games on small maps are great way to start. StarCraft excels in this regard. Back
Rush(er's) Map A map expressly designed to stage rush games. Usually this means a very small map where there are few obstacles between bases, insufficient resources to make it to the mid or late game and more often than not a big arena in the middle where crashes headlong for the big fight. Examples: StarCraft's Blood Bath map, or any Total Annihilation metal map around or under 10x10 size. Also Rusher's Map, See also Rush and Rusher.Back
Scenario A custom RTS map filled with pre-scripted, trigger driven events that plays out a small story with the game player driving the action, or a one off map that completely changes the rules of the original game. StarCraft and Age of Empires are excellent examples in this regard. Scenarios can be played either in single or multiplayer modes. Most multiplayer scenarios do nothing more than organize players into preset teams, but sometimes they also alter unit stats or introduce bonuses to the game e.g. Capture the flag and win prizes of resources. (in StarCraft's custom UMS maps, play the Defenders Of The Galaxy scenario for some Space Invader action, or Zergling Round-Up for some cowboy action.) The single player missions in most RTS games, are in fact, custom scenarios, arranged into Campaigns. Back
Shields Similar to Armour, Shields usually refer to a rechargeable force field that surrounds a unit like an extra set of Health points. See Stats, Shields . Back
Shooter Or 3D Shooter. Or First Person Shooter. See FPS.Back
Siege Unit A unit that specialises in long range bombardment, especially for demolishing buildings or entrenched defences. Siege units drop colossal amounts of damage on targets, but shoot very slowly and can rarely hit moving targets. Siege weapons are often catapults, long ranged artillery or any single one shot weapon that shoots over long distances. They're incapable of fighting hand to hand and hopeless at defending themselves when directly challenged. Keep 'em at the rear of any battle.Back
sif Chat acronym: ???.Back
Skirmish Depending on what game you play depends on whether this game mode is called Skirmish or not. A Skirmish game is a single player practice fight against computer opponents; in StarCraft it's referred to a Melee. Back
Soft Counter In unit trumping, a soft counter is a unit that has an advantage over another, but without being too ruthless about it. In the Paper-Scissor-Rock paradigm, A counters B, while B counters C, and C counters A. With soft counters, the trumping system still applies, but all units can attack and defend against each other with varying degrees of success. A soft counter is more efficient at destroying its intended quarry than other units. This is distinct from unit balance that uses hard counters.Back
Spam
Spam is a term used to describe the use of building just one type of unit, and using that one unit exclusively to swarm or devastate your enemy. Spam is a reference to email spam. In game after game after game, you will see the same old units re-used endlessly, deployed either because they are so easy to use, or they can lazily demolish the opposition with little effort compared to the what's required to stop it. For long, monotonous hours sometimes. Unit spammage describes the spamming of units. A spammer is someone who spams first, thinks second - if at all. A spamfest is an endless parade of spamming players or a description of a game that often degenerates into spammage.

Probably the best example of a spammable unit is found in Dawn of War's Winter Assault expansion around the 1.4x patches: Eldar side's dreaded Fire Prism (pictured right). A Fire Prism is an end level tank that had the most health points of all the game's regular tanks, a huge area effect weapon that totally disrupted and could kill every type of unit. Its main turret sat on a floating, high speed tank base that was more mobile than anything found at its level and had two jump spells up its spell that effectively negated any obstacles or chokes on the map. The factory and base that produced it could be cloaked, could each factory could store an extra Prism up its sleeve in spite of a vehicle cap. The prerequisites for the Fire Prism couldn't be disabled due to a quirk in the build tree - so even destroying most of an Eldar base wouldn't necessarily stop the spammage. But worst of all, if the Eldar player built their special Avatar God unit, they were granted a vehicle cap bonus that allowed ten of these end level monsters instead of the usual six that all the other armies were allowed. You could pretty much work out which team was going to win in a big netgame simply by counting the number of Eldar players. While Prisms weren't totally invulnerable, they took far, far less effort to use than what was needed to counter them.Back

Spellcaster A special unit that may lack "normal" weapons, but may possess special abilities (like changing or nullifying some attribute in another unit, e.g. casting a Shield on another unit or converting an enemy unit to an ally) or some souped up, one shot super zap. A Spellcaster doesn't have to be a magical unit; its more a description of any unit that has special abilities outside of the usual move and shoot. Most often a Spellcaster consumes a special resource (like Manna or Energy) that needs to be replenished before being used again. And more often than not, its special ability can only be used with a special command. StarCraft's full of them: Templar, Defilers, Queens, and Science Vessels, to name but a few. Age of Empire's Monk is another example as are many of the Hero units found in Dawn of War. Back
Splash Damage Or just splash. Splash damage is weapon damage that affects any objects surrounding the original target. Its used to simulate the effects of explosive weapons, flame throwers, electrical discharges, or bad magic. The target itself take full damages, with nearby units sustaining progressively less damage the further away they stand. Splash damage is associated with any weapon or destructive spell that has an area effect. Overlapping splash from a line of artillery can be really nasty, since explosive splash damage is often cumulative. Back


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Last modified Wed, Oct 11 2006 by Lindsay Fleay