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Firstly: I'd like to stress that I believe this gamemode's integrity to lie in the strategy of carefully analysing your opponent's forces and creating a particular force to counter it with. This means that any changes that'd make it easy (or easier) to spam your opponent with units in order to make a comeback would be a bad change. Rather, I suggest focusing on indirect ways to make a comeback. The game already has:
-Heroes to change the course of the King's lane
-Upgrades to further fortify your King and the lane troops within
-Mercenaries that don't cost gold but crystal
-Gold only indirectly being tied to population
If we were to tinker the way the King's lane operates to be slightly less dependent on units crossing the portal, but also to tinker Mercenaries so that they're more useful to a losing player, then the mod would be in a solid position to build up from.
Just an idea, but would it be a good Comeback Mechanic if units that passed through your gate gave you crystal?
Your opponent gets gold; you get crystal.
Whilst this wouldn't allow an immediate comeback, one of the larger setbacks is investing gold into collectors for both A) incrementing your population, and B) saving for the 700/700 war research.
If one was practically handed defensive mechanisms to either:
A) invest into the population game,
B) invest into mercenaries, or
C) invest into heroes to farm units on the other side,
would that be a good set of tools to give a player to make a comeback?
Above this, I think the Sell-For-Full-Price ability should perhaps not be a once-off ability and should be triggered by something, I.E. not just a once-off for a losing player.
Perhaps every 50 units that pass through your gate should trigger it? Or, if you go with the idea above of giving a losing player more crystal (when enemy units pass through your portal), then you could tie the Sell-For-Full-Price ability to a crystal cost.
With this system, if a player has an abudance of crystal whilst they're losing, they can invest that crystal into changing their compositions rather than other comeback mechanics that involve further saturating the field.
I really think the key to a comeback mechanic is giving a losing player a set of options that are situational. If you give them crystal for losing and change the Full Returns Sell function to be tied to crystal, then you've got a lot of options that don't involve overpowering your opponent in a brainless spamming of units. It keeps this game's fundaments intact.