Comments on: RTS Game-play Part 5: Introduction to Unit Balancing http://www.oxeyegames.com/rts-game-play-part-5-introduction-to-unit-balancing/ Creative Games Fri, 30 Jun 2017 01:04:59 +0200 http://wordpress.org/?v=2.8.4 hourly 1 By: eliskan http://www.oxeyegames.com/rts-game-play-part-5-introduction-to-unit-balancing/comment-page-1/#comment-337128 eliskan Mon, 22 Apr 2013 12:06:58 +0000 http://www.oxeyegames.com/rts-game-play-part-5-introduction-to-unit-balancing/#comment-337128 Hello, I've been messing with my own RTS and am currently at the stage of design where these details matter most. It's a homebrew game for Pythonista (a Python based app for iPad), you can view my progress here http://omz-software.com/pythonista/forums/discussion/249/minimap-and-tile-mapping-prototype-rts-for-ipad I am contemplating an attempt to break the typical paper-rock-scissors... without breaking it. What I mean is that I don't want specific unit classes. I want every unit to be the same, and every unit carries its own independent experience. These units will be able to be trained and harnessed into masters of their various skills, then build a homestead and train more 'children' with some of the skills of the parent. Each unit may then further equip itself with certain skills, all of this costing resources. The game will be limited to about 20 units per player. Each unit may in fact have its own resources. The goal is to simulate more realistically a village, where units are independent creatures. What are your thoughts? If you're still around (I see this article is a few years old) Hello, I’ve been messing with my own RTS and am currently at the stage of design where these details matter most. It’s a homebrew game for Pythonista (a Python based app for iPad), you can view my progress here http://omz-software.com/pythonista/forums/discussion/249/minimap-and-tile-mapping-prototype-rts-for-ipad

I am contemplating an attempt to break the typical paper-rock-scissors… without breaking it. What I mean is that I don’t want specific unit classes. I want every unit to be the same, and every unit carries its own independent experience. These units will be able to be trained and harnessed into masters of their various skills, then build a homestead and train more ‘children’ with some of the skills of the parent. Each unit may then further equip itself with certain skills, all of this costing resources. The game will be limited to about 20 units per player.

Each unit may in fact have its own resources. The goal is to simulate more realistically a village, where units are independent creatures.

What are your thoughts? If you’re still around (I see this article is a few years old)

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By: JademusSreg http://www.oxeyegames.com/rts-game-play-part-5-introduction-to-unit-balancing/comment-page-1/#comment-8471 JademusSreg Tue, 08 Sep 2009 05:36:00 +0000 http://www.oxeyegames.com/rts-game-play-part-5-introduction-to-unit-balancing/#comment-8471 There is a lot that could have been said about unit balancing, so there is a lot that wasn't said. The points you do make would benefit from further explanation and examples; this part suffers from the same issues in Part 3. I just don't think this received as much attention as the subject warrants. Also, accurate crack on Blizzard. = ) There is a lot that could have been said about unit balancing, so there is a lot that wasn’t said. The points you do make would benefit from further explanation and examples; this part suffers from the same issues in Part 3. I just don’t think this received as much attention as the subject warrants.

Also, accurate crack on Blizzard. = )

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