| 08-20-2008, 02:49 AM | #1 |
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 |
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 |
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 |
Rock Paper Scissors is really the way things are done... look at Starcraft and Warcraft... |
| 08-20-2008, 09:52 AM | #5 |
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 |
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 | |
Quote:
QFT. Balance < Fun when starting out. Make the fun, THEN make the balance. |
| 08-20-2008, 10:48 AM | #8 |
Nah. Don't nerf the strong. Just beef the weak :) |
