Why I provide multiple concepts
"When I play an RTS I prefer to macro 2-3 attack groups at once. When I make a section of game audio, I provide a few variations or takes on it."
The reason is to anticipate the developers goals and intentions for a section of audio and provide a concept for their most likely interpretations. This also provides a chance for developers to mix and match sound effects to their liking! I will include my recommendation but I find often devs enjoy to vibe out and spark new creativity with their effect palette.
Any specific sound effect then will have an answer to both contrasting outcomes.
Bright vs subdued highs, multiple or single layers? Splash or boom?
I'll send multiple working examples to compare and contrast while including my suggestion on why a particular variation may be a perfect fit!