Deathwave
A Deathwave, in the context of computational modeling and game design (specifically in simulations and real-time strategy games), refers to a large, often overwhelming, influx of entities or agents towards a specific point or area. This mass arrival can be due to a variety of factors, including pre-programmed behavior, player control, emergent behavior from complex systems, or a combination thereof.
The term "deathwave" often carries negative connotations, implying an unbalanced or undesirable mechanic. This is because deathwaves can overwhelm defensive structures, create unpredictable or exploitable gameplay situations, or result in performance issues due to the sheer number of entities being processed by the simulation.
Deathwaves are frequently seen as a challenge in the design of simulations and games, requiring developers to consider methods of mitigating their effects. These methods can include:
- Pathfinding optimization: Ensuring entities can navigate efficiently and avoid clumping together unnecessarily.
- Unit balancing: Adjusting the stats and costs of units to prevent one type of unit from becoming dominant.
- Wave management: Implementing mechanisms to control the timing and intensity of entity spawns.
- Area-of-effect attacks: Providing players with tools to effectively counter large groups of enemies.
- Resource management: Creating constraints on resource availability to limit the number of units that can be produced.
- AI improvements: Developing AI that can better respond to and counteract the effects of deathwaves.
While the term "deathwave" is most common in game design and computational modeling, the underlying concept of a sudden, overwhelming surge of entities can be applied to other fields, such as epidemiology (a rapid spread of disease) or even marketing (a massive, targeted advertising campaign). However, these usages are less common and often metaphorical.