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[Theorycraft] Balancing

08-20-2008, 02:49 AM#1
TheSecretArts
What is the best way to balance melee map-oriented techtrees?
Parallelism - Both techtrees are essentially the same stuff with different names. (See warcraft 1 / 2)
Kill-base: Each unit has a certain number of kills it can achieve w/o any buffs on its own w/o dying. The kills of each unit are added up and the total must be the same on each team.
Rock-Paper-Scissors - self explanatory.

What do you guys think? What method do you use to balance?
08-20-2008, 03:09 AM#2
darkwulfv
I personally get an excel spreadsheet and input all sorts of data, like HP, mana, armor, spells, avg. attack, attack speed, etc.

Then I just sort of compare and see what fits best.
08-20-2008, 09:18 AM#3
Askhati
Kill-base makes sense. The only other way to be sure is with lots and lots and lots of play-testing...
08-20-2008, 09:22 AM#4
Tide-Arc Ephemera
Rock Paper Scissors is really the way things are done... look at Starcraft and Warcraft...
08-20-2008, 09:52 AM#5
ragingspeedhorn
Rock Paper Scissors is the easiest way of doing things, but I prefer the way which Westwood used to do it with almost-parallelism where the techtrees was more or less alike but with a few differences on each. Like one had a flamethrower unit and the other had a handgrenade unit.
08-20-2008, 10:34 AM#6
erwtenpeller
I like it when things are cool. The best way of balance is to make things fucking cool, then play, and then nerf the strong and beef the weak.
08-20-2008, 10:47 AM#7
Captain Griffen
Quote:
Originally Posted by erwtenpeller
I like it when things are cool. The best way of balance is to make things fucking cool, then play, and then nerf the strong and beef the weak.

QFT.

Balance < Fun when starting out. Make the fun, THEN make the balance.
08-20-2008, 10:48 AM#8
Themerion
Nah. Don't nerf the strong. Just beef the weak :)