Comments on: RTS Game-play Part 6: Visible Balancing http://www.oxeyegames.com/rts-game-play-part-6-visible-balancing/ Creative Games Fri, 07 Aug 2020 18:25:49 +0200 http://wordpress.org/?v=2.8.4 hourly 1 By: X3M http://www.oxeyegames.com/rts-game-play-part-6-visible-balancing/comment-page-1/#comment-116763 X3M Thu, 19 Apr 2012 11:48:08 +0000 http://www.oxeyegames.com/rts-game-play-part-6-visible-balancing/#comment-116763 Hey there. I've been reading your article. You are displaying a lot of good points. Perhaps you should combine it all in 1 document and upgrade this document from time to time. 3 additions: 1. I do want to give you another "visible balancing" point. Which has proven to be very important. It's unit size. Try halving the size of a certain unit, and see what effects this has on the range. A unit with range 2 and size 1 will have the possibility of 2 units in a row that are attacking. With size 0,5, there will be 4 units in a row. This is only in 1 dimension (lenght) for clashing armies. For surrounding another unit, you get 2 dimensions, and size 0,5 will result in 4 times more units that can attack. An example with melee range is zerglings, vs other units. There aren't much around 1 marine, but a lot more around a structure. Another example is passing through terrain. Small units can pass more easily through terrain then big ones. Try moving 3 ultralisks up a cliff or a swarm of zerglings. You will notice difference. Flying units are often singularities in games. Stacking infinite on one and another. This is why a lot of people find the starcraft air imba. This changed after the splash addition in brood war. 2. Some games have the cooldown placed before the shot. For example, the NOD obelisk of light has to charge up. If this wasn't the case, the structure would cost a lot of more. A smaller lesser noticable case is the grenadier which has to throw the grenade first. You can dodge both units by moving away. Slow projectiles which still hit are somewhere between the dodgeble projectiles like artillery and instant hit projectiles like bullets. 3. Every factor that gets changed will influence other factors. For example, adding more speed will also result in surrounding another unit faster. This in combination with unit size would result in an exponential increase. Adding more health will increase damage effects as well. Hey there. I’ve been reading your article. You are displaying a lot of good points. Perhaps you should combine it all in 1 document and upgrade this document from time to time.

3 additions:

1. I do want to give you another “visible balancing” point. Which has proven to be very important. It’s unit size. Try halving the size of a certain unit, and see what effects this has on the range. A unit with range 2 and size 1 will have the possibility of 2 units in a row that are attacking. With size 0,5, there will be 4 units in a row. This is only in 1 dimension (lenght) for clashing armies. For surrounding another unit, you get 2 dimensions, and size 0,5 will result in 4 times more units that can attack. An example with melee range is zerglings, vs other units. There aren’t much around 1 marine, but a lot more around a structure.

Another example is passing through terrain. Small units can pass more easily through terrain then big ones. Try moving 3 ultralisks up a cliff or a swarm of zerglings. You will notice difference. Flying units are often singularities in games. Stacking infinite on one and another. This is why a lot of people find the starcraft air imba. This changed after the splash addition in brood war.

2. Some games have the cooldown placed before the shot. For example, the NOD obelisk of light has to charge up. If this wasn’t the case, the structure would cost a lot of more. A smaller lesser noticable case is the grenadier which has to throw the grenade first. You can dodge both units by moving away.

Slow projectiles which still hit are somewhere between the dodgeble projectiles like artillery and instant hit projectiles like bullets.

3. Every factor that gets changed will influence other factors. For example, adding more speed will also result in surrounding another unit faster. This in combination with unit size would result in an exponential increase. Adding more health will increase damage effects as well.

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By: Marco Afonso http://www.oxeyegames.com/rts-game-play-part-6-visible-balancing/comment-page-1/#comment-11567 Marco Afonso Fri, 19 Feb 2010 00:35:12 +0000 http://www.oxeyegames.com/rts-game-play-part-6-visible-balancing/#comment-11567 Deffenetly, units balacing are the active core of any RTS game. Every variable counts, as well all the possible combinations. Deffenetly, units balacing are the active core of any RTS game.

Every variable counts, as well all the possible combinations.

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By: Spencer Hedeen http://www.oxeyegames.com/rts-game-play-part-6-visible-balancing/comment-page-1/#comment-4619 Spencer Hedeen Sat, 02 May 2009 02:10:48 +0000 http://www.oxeyegames.com/rts-game-play-part-6-visible-balancing/#comment-4619 Hi, there. I am quite knowledgeable on game design and theory, and I wanted to express my idea for an interesting way to implement cloaking and detection in an RTS game. Stealth units, or units that could cloak, could have a radius of cloaking safety (i.e., a visual indicator of how bold said unit could be around opponents). If that unit's cloaking safety radius overlaps another unit's detection radius (which would work in the same way), the stealth units would be revealed. In this matter, both stealth and detection could be implemented in a more intriguing way, with degrees of intelligence/counter-intelligence rather that set 'cloak' and 'detector' special abilities. It might add an entire new level of strategy to a game. I hope you agree. Thanks! Hi, there. I am quite knowledgeable on game design and theory, and I wanted to express my idea for an interesting way to implement cloaking and detection in an RTS game.

Stealth units, or units that could cloak, could have a radius of cloaking safety (i.e., a visual indicator of how bold said unit could be around opponents). If that unit’s cloaking safety radius overlaps another unit’s detection radius (which would work in the same way), the stealth units would be revealed.

In this matter, both stealth and detection could be implemented in a more intriguing way, with degrees of intelligence/counter-intelligence rather that set ‘cloak’ and ‘detector’ special abilities. It might add an entire new level of strategy to a game. I hope you agree. Thanks!

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