u just don’t know how the game works. if there was no automatic income, then humans could camp from the start, and force a draw (if the aliens r „idiots”, and rush due to boredom, then humans get stronger equipment, and could easily win).

the fact, that aliens can eventually reach a stronger hand with no confrontation, breaks this stalemate. it requires requires humans to be vigilant, to force a response from the aliens. fortunately, this exact thing should be possible, because humans have ranged weapons, allowing them, in general, to force small aliens to come out of any hiding, by otherwise threatening to snipe alien buildables from afar. aliens have to combat this by seeking to find a mistake in the execution of this poking effort by the humans.

also, i’m disappointed in the obscure handling of automatic income, where u must not die — and must not evolve — for 120 seconds to get a delivery of automatic funds. this makes it prompting for aliens to show themselves particularly right after the 2 minute mark, which the humans could take into consideration, yielding rather uninteresting moments.

furthermore, automatic income during sudden death would encourage the team with more funds to attack more rapidly, as differences in funds would „dissipate” over time.

# formally

formal game theory would assume that every player is rational and has infinite thinking capacity. instead, in analyses of computer games played by (real-world) human players, in general, it is only assumed that players don’t „suck”, meaning that they can buy totally sufficient (but conventional) gaming hardware, and that each ability can be trained to approximate the limits of (real-world) human capabilities. also, 1.1 gameplay mechanics and default layouts of mainstream maps r assumed. the imagined player count shall be around 4v4. under these conditions, the state of affairs r analyzed from the start of a game while both sides r at stage 1.

modification: for now, let’s de-fix whether there is automatic income

theorem: there is no automatic income ⇒ humans can force a draw

proof: for example, by camping behind turrets all game

lemma: this actually works

proof: obvious — granger and dretch can hardly attack in, and other classes can’t be acquired, and vice versa

theorem: this is a stalemate

proof: aliens don’t need to attack in; and then, humans won’t win either

modification: from now on, automatic income will be assumed, as in 1.1

theorem: both races strive to achieve the best outcome ⇒ this stalemate does not occur

proof: the stalemate’s most notable element is humans camping behind turrets, which is incompatible with the following theorem

theorem: humans strive to achieve the best outcome ⇒ humans r required to force recurrent player–player confrontations

proof: by the following 3 theorems, aliens would be completely happy with no confrontations, and there is a better alternative for humans

theorem: there r no player–player confrontations ⇒ aliens will eventually reach a significantly stronger hand within a fraction of longest game time

proof: aliens will automatically gain enough evolution points for dragoons within 6 minutes

lemma: this is actually a significantly stronger hand

proof: claimed by @bird („u agree to this because u said this”)

theorem: humans can force recurrent player–player confrontations

proof: for example, by threatening to otherwise whittle down the alien base first, achievable by the tactic presented in the following assumption; this is supported by the rest of the theorems

modification: from now on, it is assumed that humans will generally employ the tactic of carefully poking at the alien base perimeter: attacking alien players and buildables (in that general priority) from afar, entering the alien base to the extent necessary, and immediately stepping back when engaged with alien players; also, it is assumed that humans strive to achieve the best outcome

note: ofc, this is only in combination with appropriately (details omitted) reacting to things like alien base moving efforts, attacks on the human base, needs to resupply, etc — together forming a strategy

theorem: aliens attack humans too aggressively ⇒ humans will progressively be the victor

proof: by definition of „too aggressive”, aliens r rather predictable, and humans can often be ready to engage them (just) outside the alien base; vice versa

lemma: humans can always beat aliens in combat of player–player confrontations with no disturbances (such as a clip being emptied on an acid tube) for humans

proof: humans have ranged weapons that real-world can use; this is particularly effective against small aliens, and other alien classes can only be acquired after the humans have also significantly progressed; vice versa

theorem: aliens attack humans too sparsely ⇒ humans will progressively be the victor

proof: by definition of „too sparsely”, aliens r rather predictable, and humans can often safely whittle down alien buildables; vice versa

lemma: humans can snipe alien buildables from afar

proof: obvious

notice: aliens should make their attack timings hard to predict

theorem: aliens strive to achieve the best outcome ⇒ there is an optimal average rate of attacks for aliens

proof: by consequence of the previous 2 theorems

notice: humans can use the topical tactic to salvage the best of both kinds of opportunities: destroying alien buildables and picking off small aliens

theorem: the topical tactic is an applicable method

proof: humans can err on the side of caution when it comes to entering the alien base

note: although the method is applicable, there is the question whether the method is any better than camping (and losing)

modification: for now, let’s assume that speedbuilding doesn’t happen

theorem: the topical tactic is strong for progressing towards victory

proof: refer to lemmas presented for the theorems related to aliens attacking humans, and to the notice related to opportunities — either alien buildables get whittled down, or alien players get killed

lemma: basically, an offensive human can destroy alien buildables faster than a granger can construct them

proof: obvious

modification: speedbuilding is no longer ruled out

theorem: a fund transfer function is available ∧ the race doesn’t have too much funds in total ⇒ the race can speedbuild in its base without loss of funds

proof: the teamkiller should distribute all funds before teamkilling

note: it would be sufficient for a race to have a player with 0 funds

note: this raises an interesting question: r the aliens completely shielded by speedbuilding against the topical tactic, enabling them to force no player–player confrontation ?

theorem: the topical tactic is fairly useful for progressing towards victory

proof: performing necessary changes to the previous theorem: although grangers can build quickly, they’re vulnerable to being shot, and just-placed buildables have low health, or, if the buildables r built in a separated location, the usefulness of such buildables r questionable; these make speedbuilding not so sustainable

lemma: it takes only 1 shot at a granger to yield 175 credits for humans when the alien dies

proof: see for urself

note: the amount of success during the performance of the topical tactic depends on skills and luck

question: is there a different way for humans to force a player–player confrontation ?