Game Balance Guides
Post #1 Ix~ Feb 23 2009, 6:22 pm
|
Those guides are good to read if you are do not play more than about 500 SC games a year or understand SC/Mod Balance very well.
Basically posted so you could get help for Mod/Game Balance for the casual player who might be a hardcore modding enthusiast. Additions to guide are welcome. Online Guides http://www.gamedev.net/reference/articles/article1765.asp http://www.gamedev.net/reference/articles/article1087.asp http://www.gamedev.net/reference/design/features/balance/page3.asp In-Thread Posts Below This post was edited 4 times, last edit by Ix~: Mar 19 2009, 9:37 pm. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #3
Sand Wraith
Feb 23 2009, 11:03 pm
Post #5
MC˛Hercanic
Feb 26 2009, 5:15 am
Post #6
IskatuMesk
Feb 26 2009, 6:58 am
|
I wrote a little guide to balance a while ago.
But, in short... Hard counters kill your game. Stay away from them. Factor the potential use of the unit, not the direct use, into its cost and abilities. For example, ranged units that can kite should be more expensive than melee units that can be easily kited. The Spirestorm in ITAS used to be 3k+ but I reduced it to like 1k because it was so slow and experienced players can easily kill it. Same with the blood moon. Everyone thought BM's were OP until I utterly raped everyone with simple Confed ships. Read this. http://www.campaigncreations.org/forum/index.php?topic=1282.0 |
Post #8 bajadulce Feb 26 2009, 7:06 pm
|
good thread and good read.
Hercanic's explanation that an upgrade should allow fewer hits per kills hits home for me and something that is easy to manipulate with your new mod. Other imbalances are definitely harder to asses. Today's SCraft mod is superior to yesterday's memgraft mod because of the freedom that things like Firegraft, PYAI, and creative trigger construction bring to the drawing board. More freedom in manipulating gameplay = more potential for creativity = more potential for a better overall balanced game. Here's an example of a new idea I have incorporated into my own mod that attempts to combat the snowball size vs. might effect of most RTS economy designs. Players are given an income every designated turn cycle. This is a base salary and your primary means of income such as resource gathering are used as supplements. Your base salary is then taxed based on the # of key buildings you possess. Military and Defensive buildings being the most costly of salary reductions. *especially corbian defenses! As your empire grows, your base salary diminishes. The larger force can afford to pay the taxes, while the weaker force will benefit from the extra income. This concept helps quell the huge advantage of a player that gets far ahead, and allows the weakened player a chance to catch up. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #9 Ix~ Feb 26 2009, 7:47 pm
|
Foundations of a Successful RTS Essay
Found a really interesting article worth the read. Brought up some rarely thought about aspects of RTS games. Here are some highlights. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #10
Biophysicist
Feb 26 2009, 7:49 pm
|
:(){ :|:& };:
|
One thing I'd like to point out: If the early-game units aren't useful later in the game, that could be considered imbalanced, especially if it is more true of one faction than another: It basically means that whoever can rush medium tier (or maybe even medium-low tier) units will win, and that that's the only strategy that works. Zerg-style unit morphing presents a way around this if you really want to have it set up this way.
![]() ![]() ![]() ![]() ![]() ![]() Catapultam habeo. Nisi pecuniam omnem mihi dabis, ad caput tuum saxum immane mittam.
|
Post #12 bajadulce Feb 26 2009, 11:15 pm
|
I loved that unit and my nephew would always find a clever way to manage to sneak one of those in my base. Of course there were always counters like Tesla Coils and dogs if I remember correctly.
RTS is an interesting concept. The fact that everything is happening in real time sometimes doesn't lend itself to much "strategy" or intimate microing that would otherwise take full advantage of the strengths of a particular unit. Take this following scenario for example: A carrier force has caught you off guard and is heading your way. You have maybe a half dozen wraiths and few medics for whatever reason. . The technology optical flare is rarely ever used by any players, but if it were, here is an ideal situation where it would come in handy and demonstrate how a low level unit could level the playing field even at this stage in the game. A quick scan reveals that 3 observers are accompanying the small fleet. You might be able to pick one or possibly two off with your wraiths, but chances are all 3 aren't going down. You will lose all of your wraiths and your only chance to counter this threat. Now, with optical flare and 3 low level medics, you could knock those observers right out of the equation and the wraith's cloaking skill would wipe out the mighty carriers. Unfortunately only a teenager high on a six pack of pepsi would be capable of pulling off the inhuman micro that this would call for. So the "real time" puts a major hamper on the true potential of a given unit and its role in the overall game.A turn based game on the other hand will offer far superior strategy and you will be able to maximize every unit to its full potential. In chess for instance, the lowly pawn can wreck havoc on a position by not even doing anything. Now that's balance. ![]() ![]() ![]() ![]() ![]() ![]() |
0 members in this topic (italic members are currently writing a reply): None
+ guest(s)
+ guest(s)
[08:30 pm]
[08:03 pm]
[08:03 pm]
[07:46 pm]
[07:45 pm]
[07:37 pm]
[07:35 pm]







As your empire grows, your base salary diminishes. The larger force can afford to pay the taxes, while the weaker force will benefit from the extra income. This concept helps quell the huge advantage of a player that gets far ahead, and allows the weakened player a chance to catch up. 
![[close]](/images/up.gif)