4 ms·
Thoughts: You've missed some obvious issues around balancing range, special moves etc. All of which are hard to price and balance. Also, some things will no
by Ntrails 6y ago
Thoughts:
You've missed some obvious issues around balancing range, special moves etc. All of which are hard to price and balance. Also, some things will not scale linearly, I expect. A particularly strong mob might only be attackable by 8 melee mobs at once. If it's a 16x strength mob itself, then maybe it wins an even "points" battle.
How damage is applied is also interesting, for example. Slow big hits vs fast small hits. Obviously continuous damage is far easier to balance, but plays un-engagingly.
Finally, whilst you could argue that health and damage are interchangable. How do you balance speed vs health? What are reasonable distributions of numbers? At what point do you create a fast ranged unit which can kite melee indefinitely etc.
basically even in a boring game, there's a lot to think about - and your playerbase if you get one will jsut be better than your devs at finding power spikes/discontinuities.
- IgorPartola 6y agoInteresting points. I suppose damage vs range can be a big thing if your melee units can’t even approach the ranged units to deliver the damage. But are there no formal analysis methods that can be applied to this problem?
- the__alchemist 6y agoIt's very complex. AOE2 DE is patched monthly, and most patches include balance changes. I think one of the complex parts is the way balance changes interact with each other. Ie you make one change to address a specific unit being too useful. You unwittingly affect something unintentional, like making it useless against one civ's unique unit. Some variables for each unit: - Speed - Range - Attack speed - Attack damage - Health - Melee armor - Ranged armor - Pause between stopping and attacking - Attack bonuses against specific units / classes - Training time - Cost - Cost balance among resources Balance patches may tweak any one of these aspects. Interactions then occur with all other units in the game, econ stats that are also subject to balance etc. People are very good at exploiting strengths and ignoring weaknesses. A slight advantage will be exploited quickly by experienced players; then others will catch on.