This just means I'm not waiting for people to test a product, found a couple of people to identify the basic issues that I needed to address.
In the mean time I will be compiling a comprehensive worklist (see above) of what needs doing and with that a beta relase aim. I shall NOT be settling on a release date due to having uni soon which is often light but filled with areas of intense work. Hence, a basic final release of version one is intended to be Christmas, but not guaranteed.
Watch this space for beta date and more!
P.S. I'm looking for anyone willing to help me make a video (the only technologies I know involve FRAPS, which is limited to 30 second records or I pay... besides my computer not being healthy enough for me to run on full graphics :-/ )
One of the biggest problems I noticed in the WC3 version was the general lack of action. Most of it consisted of getting your BC ready for 20 minutes before one team either maxed their BC out or got bored enough to initiate combat. If there was some kind of incentive to fight all the time it might fix that issue. Maybe even some AI enemies flying around for you to shoot down.
Perhaps active combat is the only way to get credits or the like with which to improve your cruiser, if there was a mechanic to FORCE the opponents to play by making combat help them improve, instantly you will find combat is more regular (i guess :-/ ). Look at DOTA, only way to improve is by killing things...
Just uploaded a vid about some little stuff I made with SC2 Editor.
Apart from some interesting custom textures with the medivacs and vikings, I'm not entirely sure what I'm seeing here exactly? I personally am not getting any clues of what your intentions are or what you've posted for?
Is it a preview, a request for ideas, help or what?
I like the look of things you've got though, beam weapons look nice, and a cool glow on the chain guns :-)
I'm hardly an expert on testing but I'm willing to hop on and help, I may have a couple of friends who would be interested in helping me test (but purely just to humour me XD ).
But from the little I've seen thus far it's aesthetics appear VERY impressive.
Now for some unashamed pleading: I've just placed a post about a project I'm working on. Care to have a look? I'm just looking for some return feedback at minimum, but I know how Battle.net can let anything drop off the radar at the drop of a hat #]
[If this last comment is in breach of any rules I've missed let me know and I'll remove it #S ]
If this is in the wrong place apologies in advance
Hey guys and gals of the intywobs.
I'm a fresh developer for SC2, having bought the game shortly before this month and since about a week after I got the game, I've practically lived in the Galaxy Editor (sleepless nights and what not, the usual :-P ) and this is the ensuing result.
Below the break is a document for the game I've put together, with an explanation of the game and the units in it stuff like that, I'd have made it minimizable (cause it's long) but there doesn't seem to be an option :-/ .
Anyways, I've just gotten as far as what I call V0.2 for the game, it's had some system changes already (including me deciding that I DID need to use veterancy) and I've stopped, because I want some help with testing, mostly for balance, and initial impressions of the concept.
I'm now looking for a community response :)
Below the description I'll describe exactly what is implemented in the published map and what I'm looking for, but anyways, I'll let you guys read on. :-)
Final note:
Everything between this break and the one lower down is description, the rest is more relevant to read
Also the UNIT STATS section is even less useful of a read it's there for people who are interested
TEAM ARENA: DOMINANCE
By Xcalibershard
What is TA:D?
Team Arena: Dominance is a MOBA style game with drastic differences.
Two teams of 7 fight in a war torn arena to kill the opposing team first.
Choose from 5 different classes, defined by a specific style of game play for each.
Expand on your class choices by specialising with weapon kits to fight the way you want.
Control 3 strategic locations on the map to gain minerals with which to level up.
High damage, low health, high regen, multiple heights, short vision and instant re spawn make for a hyper-paced game of wits, team-work and lots of carnage.
Why should I care?
Simple, TA:D is a variety of game with a unique blend of fast paced action and a value for team work. Some Units are nigh on useless alone, but in conjunction with their allies can obliterate the opposing team's hopes of winning.
The rules are not too harsh on new players. Whilst dying aids the opponents somewhat, it does not damage your team as much as other MOBA/DOTA style games out there. Classes are very clearly defined and there are no items, helping to decrease the intimidation factor for new players.
Gameplay is simple and clear cut, with unit stats not straying far from base stats, just enough for the edge you might need. A removal of items and the like also keeps the formulaic item sets out of the game. Making the fight about timing, micro and skill ALL the time.
Now that I've hopefully grabbed your attention, on with some rules.
Player's spawn in their starting locations and have some time to choose an initial class (or not if they want to see what the opposing team is playing as first).
After 15 seconds the forcefields allow the teams into the arena.
Your objective:
KILL
In a more fine detailed fashion, the first team to 500 kills is victorious.
Team kills don't count (use it for denials!).
Area affect abilities and weapons hurt allies (even yourself) unless specified.
Don't run into the opposing spawn, you'll die.
Secondary Objective:
Control the Strategic Locations.
There are 3 on the map, a central Major location and two Minor locations (East and West)
The major location awards 1 mineral every second a player is in the surrounding area, get all 7 team mates in and it's 7 points a second (opposing team does not affect this count, so expect this LZ to be Hot!)
The minor locations award a boost of 25 minerals each to the controlling team every 90 seconds. You only have control if you have one unit in the zone and no opponents.
You can also get minerals by killing opponents, 5 minerals if they are the same or lower level, +5 for each level they are above you if higher.
With 200 minerals you can level up and improve your unit, giving you that slight edge. But be careful, because your death is now more valuable to the enemy team.
Be wary, the map is undulating on 3 different levels, with all strategic locations being surrounded by cliffs.
Along side this, many vision blockers pave the way for multiple ambushes and ganks, STICK TOGETHER.
Mechanics:
Units have a maximum level cap of level 10, each upgrade has a level cap of 5 [IN DEV].
The stats system of units is fairly simple, whilst pretty familiar.
Stats -
Health : The basic life of the unit
Armour : In essence shields, with minimal regen (possibly none [IN DEV] )
LPS : Life per second
Energy : Energy
EPS : Energy per second
Sight : Sight Range
Speed : Unit speed
Weapon -
Damage : Damage per hit
Vs Armour : Effect against armour (ignores, 0, #%)
A-Speed : Attack speed
Range : Weapon range, fixed values of 0, 3,5, 10 or 15 (with minor variations)
There are no unit or armour types, armour is like a shield, in that it blocks damage entirely until it is broken. Some weapons do extra damage vs armour, some ignore it entirely, whilst some do less to no damage vs armour.
Also note there are no random chances, these are hard stats, every weapon attacks at the exact period described for the exact amount of damage described.
Classes are either cooldown or energy focused. Either, their abilities have no cool down and cost energy or abilities have no energy cost but have a period to wait before use. This allows some units to quickly unleash a flurry of pain on units and then waiting to recharge energy, whilst others can regularly assault the enemy with timed abilities. Energy pools are ALWAYS 10 with a regen of 1 [IN DEV].
The basic unit is the Recruit upon which ALL base stats are derived. To follow is a breakdown of the different units available and their starting stats.
UNIT STATS
BASE - RECRUIT
The basic unit in the game, you never have to play as him, but it's possible if you want to delay choosing your class.
Stats -
Health: 100 | Armour: 0 | LPS: 10 | Energy: 0 | EPS: 0 | Sight: 6 | Speed: 3
Weapon – Assault Rifle
Damage : 20 Vs Armour : 100% A-Speed : 1 Range : 5
TIER 1 -
OFFICER
The Officer Classes revolve around controlling the field of battle, with area denial, AoE damages and rallying points. Call in the fleet to drop down walls, orbital barrages or place battle standards to inspire your allies and fearify your opponents.
Weaponsets:
Fleet Beacon – Area denial, block passages, force opponents into other positions, slow them down
Target Painter – AoE damage, barrages, bombing runs and deployable mines!
Battle Standard – Static AoE effects aiding allies and hindering enemies.
ENGINEER
The engineer is, for all intensive purposes, the minion master. His weaponsets and abilities rely on deploying units to aid the effort. With a bit of armour stacked on too and some VERY specialised weapon options, he can play relatively well alone (there's bound to be one!), but really that just means he doesn't support so much, but can become monstrous WITH support.
Weaponsets:
Remote and Flamer – Fast and surrounded by AI controlled Terror Drones. Plus a flamer...
Turret and Missile Launcher – Build static defence turrets, plus a long range rocket launcher.
Mech Suit – Melee and lots of health, can swap between 3 different suits, very versatile unit option.
SERGEANT
The status control. Uses his fearsome voice and intimidating presence to aid allies, harrass foes or just negate the complex layers of buffs and de-buffs bring it back to a simple slug-fest. This fellow can be hard to kill, with an increased regen too!
Weaponsets:
Combat Shield and Maul – Buff focused, gets in the thick of it and makes sure his allies do to
Shotgun – De-buff focused... you keep face in front of a shotgun... literally...
Heavy Machine Gun (HMG) – Stays back and sprays lead into the foe, negating buffs on the field.
OPERATIVE
The disruption class, relatively high damage off the bat but reduced health. This soldier class is all about making life hard for the enemy, whether it's single unit disabling, mass immobilization or just plain tricking the enemy, this class is for bullies and tricksters (the sort of class I hate :-P).
Weaponsets:
Stalker Rifle – Can take players out of the game, with either disables or just high damage.
Holo Pack – Utilises proprietary holographic technology to deceive foes into making mistakes.
Hunter Kit – Auto attack slows enemies, alongside a variety of traps to hinder foes at choke points.
COMMANDO
Mobility is an often underrated asset in many games, it's hard to factor into balancing (believe me!), plus kiting is harder than point and click etc. This class however, uses a variety of methods to quickly move around the battlefield with apparent ease, excellent for scouting, ambushing and fast point capture.
Weaponsets:
Cloak and Daggers – Stealth, invisibilty, appear out of nowhere and tear an opponent a new one...
Warpcore – Weapon ignores armour, plus you can teleport... lots...
Jetpack and pistols – Speed, and more speed, plus can see far, and jump over cliffs.
TIER 2 – [Abilities are not implemented, Balancing is incomplete]
Extraction – Warp to target location, jump back with allies in target AoE
Snatch – Warp to target, jump back with target unit.
Jetpack:
Stats -
Health: 100 | Armour: 0 | LPS: 10 | Energy: 0 | EPS: 0 | Sight: 8.25 | Speed: 4.33
Weapon – Pistols
Damage : 16.33 Vs Armour : 100% A-Speed : 0.8 Range : 3
Special : Can jump over cliffs
Abilities:
Upgrade Weaponset – Sight +1.25 | Speed +0.33
Burst – Screw NOS I have Vodka.... short, massive speed burst.
Marked – Mark unit for death, extra damage on that unit.
Turbulence – Jump to location dealing small AoE and Stun
END
Right... finally, thanks for getting through that!
So what I want is:
Anyone on the EU server interested in helping me test for balance, I'm UK based so GMT time is my clock, though tbh I'm pretty much all over the place atm.
Any comments and suggestions, the only one I'm not so keen on is... YOU'VE WASTED YOUR LIFE GIVE UP, I want to make something with standing in the mapster community, I know it's my first map (on sc2) but I feel I've got a good, unique (relatively) idea which will work well competitively. If it's not right, I can fix it, not scrap it.
Any offer of help in any form, let me know what you've got in mind and I'll talk to you about it :-)
THIS IS ENTIRELY A WORK IN PROGRESS THOUGH IF YOU'RE READING THIS YOU PROBABLY ALREADY KNOW THAT AND I ALSO DON'T KNOW WHY I'M SHOUTING...
It's heavily in development, current map status is.
Map - first edition completed, far as I know it's fine
Units - fully implemented, not balanced
Abilities - Minimal (weapon set upgrades and effects working)
Game rules - Implemented
Victory condition disabled, each player starts with 15 recruits and 100000+ minerals with no level limit to allow for balance testing Victory condition at 50 kills, one recruit each, may add cheat for minerals
As of now, anything can change, but my initial points on the description are the main aim:
Fast paced, not too harsh on new players (thus ruining fun for experienced players), TEAM WORK ESSENTIAL etc...
Comment here, PM or email me, whatever you fancy. I'm not working and not at uni for another month so mostly on here developing this...
I thought I'd just post a fix I've literally just worked out on a command card issue I've had but had great trouble finding an answer on this forum.
Basically, as most probably know, there's an ability limit on units (around 30 I think) which causes the command card to start removing abilities if you hit or breach that limit.
Unfortunately, the number of abilities linked to that unit INCLUDE any abilities of any linked units, through abilities such as morphing and training.
I came across this issue with my system which has a basic unit, which then morphs (trains and dies) into one of five units, which then each morph into one of 3... this is 20 abilities alone, along with a variety of other abilities (the bulk not even being done), suddenly my initial unit was immovable etc...
I found however, if you make a single train ability, in the 'Ability - Info +' section you can add multiple unit options (Train 01, Train 02 etc...).
Then you can add this sole train ability to your unit, and then create separate buttons for each different option. Then when you link the ability, you select the appropriate ability command. Voila, one ability for what was initially 5, same for the others and what was 20 is now 6...
Of course if this STILL doesn't help (bearing in mind it doesn't stop the units being linked), the other solution I came across was to make a dummy ability and then swap the units out with triggers.
As I write this, and when I worked it out, it did seem obvious, but when I created those train abilities initially, I was much more green on the whole thing then I am now.
Hope this has helped someone out there, berate me if I need to explain more.
I know there are already a few balancing formulae on this forum already and for all intensive purposes they work, as far as any formula can. Indeed I have used them myself in order to try and balance my own creation. But I've just developed a system which was designed more for my needs because the others just weren't QUITE working for me.
In essence, this formula works of the principal of determining how much time it takes for a unit to kill an opposing unit and vice versa. I decided n the formula having to disregard a few factors:
Player's ability to micromanage - This is to do with skill and thus (IMHO) should never be factored into a balancing formula
Any abilities units might be able to use - Again IMO, this is something you can only balance through play testing, abilities are far too varied and many of them are based on synergy with other abilities.
There are no special damage types (though armour ignoring abilities and the like can easily be factored in)
So on with the formula:
For the sake of my example unit stats include thus: (This is entirely based off of how the mechanic in the game I'm developing will work)
Life
Armour (A secondary health bar with no regeneration)
LPS (Life gained per second)
DPS (Damage Per Second)
Range
Speed (I could be wrong here, but I believe speed is the amount of 'range' a unit moves a second, hence how it is used in my formula)
The formula itself looks like this:
a Prefix is the killing unit's stats.
b Prefix is the defending unit's stats.
(bHealth/(aDPS-bLPS))+(bArmour/aDPS) = KillSecs
(bRange-aRange)/aSpeed = ExtraSecs
IF (aRange < bRange) THEN (KillSecs + ExtraSecs = KillTime)
KillSecs is purely how much time it takes for unit A to kill unit B
ExtraSecs is how much time you are running to the enemy whilst they are attacking you.
then IF unit A's range is less than unit B's then you want to add ExtraSecs onto to get your total KillTime.
Otherwise KillTime is just KillSecs
I found it best to do this in a spreadsheet, just make a comparison table between to units. The two KillTime's can then be used to to compare who would kill who first. you can then divide the greater value by the smaller to find out how many of the losing units you'd need to equal/beat the winning unit.
Here's an example
Unit A
Health : 120
Armour : 0
LPS : 10
DPS : 20
Range : 10
Speed : 3
Unit B
Health : 100
Armour : 50
LPS : 10
DPS : 20
Range : 5
Speed : 3
Using these values:
Unit A has a killTime of 12.5 (because his range is greater than Unit B's the ExtraSeconds are not counted)
Unit B has a killTime of 13.7 (His KillSecs is 12, but because his range is lower, he is getting shot 1.67 seconds whilst doing no damage)
So here we have it, this formula should account for one on one fights between units, it can't really work for multiple weak units because it does not take into account the added DPS which is being dealt, but then reduces over time etc.
For a different formula (that would work better for multiple weak units etc) that does not account for range, speed or regeneration, check out Antimatterthun's Trinity balancing formula here
Hope this is useful, let me know if anything's unclear, hopefully you should be able to use it to adjust for your game types (like armour reduction etc).
I like this formula, there's almost no way to START balancing otherwise, you can easily complexify it (it IS a word) but then it gets heavy handed and you need different formulas.
As for trying to count for micro... what? Micro is to do with applying skill some people can micro some people can't THAT'S how you win games (well some) by being better at playing the game and games which don't require micro, well you simply don't need to consider it then.
Also consider terrain, that's to do with map balancing not unit balancing.
The idea of the formula teaches (more than anything else to me) that you can make any comparison, as long as you have a base unit to compare against always
multiply the number by unitSpeed/BaseSpeed, do the same for regens and energy, it's not too hard to work with those. Ofc the splash stuff and the like is nigh on impossible to formulize, but this formula would cut in half (at least) the amount of time you take balancing, the rest is up to you to play test, same reason major companies do it in betas.
Also remember that this formula is a balanceing equally formula, as opposed to a rock paper scissors formula :-P
0
ALPHA TESTING IS NOW NOT ACTIVE
This just means I'm not waiting for people to test a product, found a couple of people to identify the basic issues that I needed to address.
In the mean time I will be compiling a comprehensive worklist (see above) of what needs doing and with that a beta relase aim. I shall NOT be settling on a release date due to having uni soon which is often light but filled with areas of intense work. Hence, a basic final release of version one is intended to be Christmas, but not guaranteed.
Watch this space for beta date and more!
P.S. I'm looking for anyone willing to help me make a video (the only technologies I know involve FRAPS, which is limited to 30 second records or I pay... besides my computer not being healthy enough for me to run on full graphics :-/ )
0
This looks sick :D
Perhaps active combat is the only way to get credits or the like with which to improve your cruiser, if there was a mechanic to FORCE the opponents to play by making combat help them improve, instantly you will find combat is more regular (i guess :-/ ). Look at DOTA, only way to improve is by killing things...
0
You really aren't. good stuff, I'm keeping an eye out for this :-)
0
@seraphlio: Go
Apart from some interesting custom textures with the medivacs and vikings, I'm not entirely sure what I'm seeing here exactly? I personally am not getting any clues of what your intentions are or what you've posted for?
Is it a preview, a request for ideas, help or what?
I like the look of things you've got though, beam weapons look nice, and a cool glow on the chain guns :-)
0
Current version:
IN DEV ALPHA (0.2)
WORK LIST
28/08/11
21 Classes
Abilties
Other
Rules
UI
Models
Issues to address
BETA RELEASE = Mid October
Target completion list
I'd use a colour system to indicate progress, but WikiCreole keeps crashing the page :-( (3rd time lucky)
0
I'm hardly an expert on testing but I'm willing to hop on and help, I may have a couple of friends who would be interested in helping me test (but purely just to humour me XD ).
But from the little I've seen thus far it's aesthetics appear VERY impressive.
Now for some unashamed pleading: I've just placed a post about a project I'm working on. Care to have a look? I'm just looking for some return feedback at minimum, but I know how Battle.net can let anything drop off the radar at the drop of a hat #]
[If this last comment is in breach of any rules I've missed let me know and I'll remove it #S ]
0
If this is in the wrong place apologies in advance
Hey guys and gals of the intywobs.
I'm a fresh developer for SC2, having bought the game shortly before this month and since about a week after I got the game, I've practically lived in the Galaxy Editor (sleepless nights and what not, the usual :-P ) and this is the ensuing result.
Below the break is a document for the game I've put together, with an explanation of the game and the units in it stuff like that, I'd have made it minimizable (cause it's long) but there doesn't seem to be an option :-/ .
Anyways, I've just gotten as far as what I call V0.2 for the game, it's had some system changes already (including me deciding that I DID need to use veterancy) and I've stopped, because I want some help with testing, mostly for balance, and initial impressions of the concept.
I'm now looking for a community response :)
Below the description I'll describe exactly what is implemented in the published map and what I'm looking for, but anyways, I'll let you guys read on. :-)
Final note:
Everything between this break and the one lower down is description, the rest is more relevant to read
Also the UNIT STATS section is even less useful of a read it's there for people who are interested
TEAM ARENA: DOMINANCE
By Xcalibershard
What is TA:D?
Why should I care?
Simple, TA:D is a variety of game with a unique blend of fast paced action and a value for team work. Some Units are nigh on useless alone, but in conjunction with their allies can obliterate the opposing team's hopes of winning.
The rules are not too harsh on new players. Whilst dying aids the opponents somewhat, it does not damage your team as much as other MOBA/DOTA style games out there. Classes are very clearly defined and there are no items, helping to decrease the intimidation factor for new players.
Gameplay is simple and clear cut, with unit stats not straying far from base stats, just enough for the edge you might need. A removal of items and the like also keeps the formulaic item sets out of the game. Making the fight about timing, micro and skill ALL the time.
Now that I've hopefully grabbed your attention, on with some rules.
Player's spawn in their starting locations and have some time to choose an initial class (or not if they want to see what the opposing team is playing as first).
After 15 seconds the forcefields allow the teams into the arena.
Your objective:
KILL
In a more fine detailed fashion, the first team to 500 kills is victorious.
Secondary Objective:
Control the Strategic Locations.
There are 3 on the map, a central Major location and two Minor locations (East and West)
The major location awards 1 mineral every second a player is in the surrounding area, get all 7 team mates in and it's 7 points a second (opposing team does not affect this count, so expect this LZ to be Hot!)
The minor locations award a boost of 25 minerals each to the controlling team every 90 seconds. You only have control if you have one unit in the zone and no opponents.
You can also get minerals by killing opponents, 5 minerals if they are the same or lower level, +5 for each level they are above you if higher.
With 200 minerals you can level up and improve your unit, giving you that slight edge. But be careful, because your death is now more valuable to the enemy team.
Be wary, the map is undulating on 3 different levels, with all strategic locations being surrounded by cliffs.
Along side this, many vision blockers pave the way for multiple ambushes and ganks, STICK TOGETHER.
Mechanics:
Units have a maximum level cap of level 10, each upgrade has a level cap of 5 [IN DEV].
The stats system of units is fairly simple, whilst pretty familiar.
Stats -
Health : The basic life of the unit
Armour : In essence shields, with minimal regen (possibly none [IN DEV] )
LPS : Life per second
Energy : Energy
EPS : Energy per second
Sight : Sight Range
Speed : Unit speed
Weapon -
Damage : Damage per hit
Vs Armour : Effect against armour (ignores, 0, #%)
A-Speed : Attack speed
Range : Weapon range, fixed values of 0, 3,5, 10 or 15 (with minor variations)
There are no unit or armour types, armour is like a shield, in that it blocks damage entirely until it is broken. Some weapons do extra damage vs armour, some ignore it entirely, whilst some do less to no damage vs armour.
Also note there are no random chances, these are hard stats, every weapon attacks at the exact period described for the exact amount of damage described.
Classes are either cooldown or energy focused. Either, their abilities have no cool down and cost energy or abilities have no energy cost but have a period to wait before use. This allows some units to quickly unleash a flurry of pain on units and then waiting to recharge energy, whilst others can regularly assault the enemy with timed abilities. Energy pools are ALWAYS 10 with a regen of 1 [IN DEV].
The basic unit is the Recruit upon which ALL base stats are derived. To follow is a breakdown of the different units available and their starting stats.
UNIT STATS
BASE - RECRUIT
The basic unit in the game, you never have to play as him, but it's possible if you want to delay choosing your class.
Stats -
Health: 100 | Armour: 0 | LPS: 10 | Energy: 0 | EPS: 0 | Sight: 6 | Speed: 3
Weapon – Assault Rifle
Damage : 20 Vs Armour : 100% A-Speed : 1 Range : 5
TIER 1 -
OFFICER
The Officer Classes revolve around controlling the field of battle, with area denial, AoE damages and rallying points. Call in the fleet to drop down walls, orbital barrages or place battle standards to inspire your allies and fearify your opponents.
Stats - Health: 125 | Armour: 0 | LPS: 10 | Energy: 0 | EPS: 0 | Sight: 6 | Speed: 3
Weapon – Assault Rifle
Damage : 20 Vs Armour : 100% A-Speed : 1 Range : 5
Weaponsets:
Fleet Beacon – Area denial, block passages, force opponents into other positions, slow them down
Target Painter – AoE damage, barrages, bombing runs and deployable mines!
Battle Standard – Static AoE effects aiding allies and hindering enemies.
ENGINEER
The engineer is, for all intensive purposes, the minion master. His weaponsets and abilities rely on deploying units to aid the effort. With a bit of armour stacked on too and some VERY specialised weapon options, he can play relatively well alone (there's bound to be one!), but really that just means he doesn't support so much, but can become monstrous WITH support.
Stats - Health: 100 | Armour: 50 | LPS: 10 | Energy: 0 | EPS: 0 | Sight: 6 | Speed: 3
Weapon – Assault Rifle
Damage : 20 Vs Armour : 100% A-Speed : 1 Range : 5
Weaponsets:
Remote and Flamer – Fast and surrounded by AI controlled Terror Drones. Plus a flamer...
Turret and Missile Launcher – Build static defence turrets, plus a long range rocket launcher.
Mech Suit – Melee and lots of health, can swap between 3 different suits, very versatile unit option.
SERGEANT
The status control. Uses his fearsome voice and intimidating presence to aid allies, harrass foes or just negate the complex layers of buffs and de-buffs bring it back to a simple slug-fest. This fellow can be hard to kill, with an increased regen too!
Stats - Health: 102 | Armour: 0 | LPS: 12 | Energy: 0 | EPS: 0 | Sight: 6 | Speed: 3
Weapon – Assault Rifle
Damage : 20 Vs Armour : 100% A-Speed : 1 Range : 5
Weaponsets:
Combat Shield and Maul – Buff focused, gets in the thick of it and makes sure his allies do to
Shotgun – De-buff focused... you keep face in front of a shotgun... literally...
Heavy Machine Gun (HMG) – Stays back and sprays lead into the foe, negating buffs on the field.
OPERATIVE
The disruption class, relatively high damage off the bat but reduced health. This soldier class is all about making life hard for the enemy, whether it's single unit disabling, mass immobilization or just plain tricking the enemy, this class is for bullies and tricksters (the sort of class I hate :-P).
Stats - Health: 100 | Armour: 0 | LPS: 10 | Energy: 0 | EPS: 0 | Sight: 6 | Speed: 3
Weapon – Carbine
Damage : 25 Vs Armour : 100% A-Speed : 1 Range : 5
Weaponsets:
Stalker Rifle – Can take players out of the game, with either disables or just high damage.
Holo Pack – Utilises proprietary holographic technology to deceive foes into making mistakes.
Hunter Kit – Auto attack slows enemies, alongside a variety of traps to hinder foes at choke points.
COMMANDO
Mobility is an often underrated asset in many games, it's hard to factor into balancing (believe me!), plus kiting is harder than point and click etc. This class however, uses a variety of methods to quickly move around the battlefield with apparent ease, excellent for scouting, ambushing and fast point capture.
Stats - Health: 100 | Armour: 0 | LPS: 10 | Energy: 0 | EPS: 0 | Sight: 7 | Speed: 4
Weapon – Hunter Gun
Damage : 20 Vs Armour : 100% A-Speed : 1 Range : 11
Weaponsets:
Cloak and Daggers – Stealth, invisibilty, appear out of nowhere and tear an opponent a new one...
Warpcore – Weapon ignores armour, plus you can teleport... lots...
Jetpack and pistols – Speed, and more speed, plus can see far, and jump over cliffs.
TIER 2 – [Abilities are not implemented, Balancing is incomplete]
OFFICER
Fleet Beacon:
Stats - Health: 135 | Armour: 35 | LPS: 10 | Energy: 0 | EPS: 0 | Sight: 6 | Speed: 3
Weapon – Assault Rifle
Damage : 20 Vs Armour : 100% A-Speed : 1 Range : 5
Abilities:
Target Painter:
Stats - Health: 125 | Armour: 0 | LPS: 10 | Energy: 0 | EPS: 0 | Sight: 6 | Speed: 3
Weapon – Sniper Rifle
Damage : 22.5 Vs Armour : 150% A-Speed : 3 Range : 10
Abilities:
Battle Standard:
Stats - Health: 130 | Armour: 0 | LPS: 10 | Energy: 0 | EPS: 0 | Sight: 6 | Speed: 3
Weapon – Sword
Damage : 10 Vs Armour : 100% A-Speed : 0.5 Range : 0
Special : Has +2 regen Aura for sight distance | All banners are destructible
Abilities:
ENGINEER
Remote and Flamer:
Stats - Health: 100 | Armour: 50 | LPS: 10 | Energy: 0 | EPS: 0 | Sight: 6 | Speed: 3.33
Weapon – Flamer
Damage : 20 [??] Vs Armour : 5% A-Speed : 1 Range : 3
Special : Spawn 2 Terror Drones which attack target, flamer damages in a line ahead.
Abilities:
Turrets and Missile Launcher:
Stats - Health: 100 | Armour: 50 | LPS: 10 | Energy: 0 | EPS: 0 | Sight: 6 | Speed: 3
Weapon – Missile Launcher
Damage : 135 Vs Armour : 20% A-Speed : 6 Range : 15
Special : Splash radius 4 at 50% damage
Abilities:
Mech Suit:
Stats - Health: 125 | Armour: 0 | LPS: 10 | Energy: 0 | EPS: 0 | Sight: 6 | Speed: 3
Weapon – Cutter
Damage : 20 Vs Armour : 100% A-Speed : 1 Range : 0
Special : Suit change has cool down and charge.
Abilities:
SERGEANT
Combat Shield and Maul:
Stats - Health: 102 | Armour: 50 | LPS: 12 | Energy: 0 | EPS: 0 | Sight: 6 | Speed: 3
Weapon – Maul
Damage : 10 Vs Armour : 100% A-Speed : 0.5 Range : 0
Abilities:
Shotgun:
Stats - Health: 102 | Armour: 0 | LPS: 12 | Energy: 0 | EPS: 0 | Sight: 6 | Speed: 3
Weapon – Maul
Damage : 50 Vs Armour : 25% A-Speed : 2 Range : 3
Abilities:
Heavy Machine Gun:
Stats - Health: 102 | Armour: 0 | LPS: 12 | Energy: 0 | EPS: 0 | Sight: 6 | Speed: 3
Weapon – Maul
Damage : 7 Vs Armour : 100% A-Speed : 0.33 Range : 10
Abilities:
OPERATIVE
Stalker Rifle:
Stats - HHealth: 83 | Armour: 0 | LPS: 10 | Energy: 0 | EPS: 0 | Sight: 6.83 | Speed: 3
Weapon – Stalker Rifle
Damage : 106.67 Vs Armour : IGNORES A-Speed : 4 Range : 15
Abilities:
Holo Pack:
Stats - Health: 101.33 | Armour: 0 | LPS: 10 | Energy: 0 | EPS: 0 | Sight: 7.67 | Speed: 3
Weapon – Carbine
Damage : 25 Vs Armour : 100% A-Speed : 1 Range : 5
Abilities:
Hunter Kit:
Stats - Health: 83 | Armour: 0 | LPS: 10 | Energy: 0 | EPS: 0 | Sight: 6 | Speed: 3
Weapon – Snare Gun
Damage : 45 Vs Armour : 0 A-Speed : 1.5 Range : 5
Special: Snare gun slows by 25% for 1 second, 0 damage vs armour [IN DEV NOT WORKING]
Abilities:
COMMANDO
Cloak and Dagger:
Stats - Health: 100 | Armour: 0 | LPS: 10 | Energy: 0 | EPS: 0 | Sight: 7 | Speed: 4
Weapon – Daggers
Damage : 22.5 Vs Armour : 100% A-Speed : 1 Range : 0
Abilities:
Warpcore:
Stats - Health: 100 | Armour: 50 | LPS: 10 | Energy: 0 | EPS: 0 | Sight: 7 | Speed: 4
Weapon – Warpcore
Damage : 6 Vs Armour : INGORE A-Speed : 0.3 Range : 5
Abilities:
Jetpack:
Stats - Health: 100 | Armour: 0 | LPS: 10 | Energy: 0 | EPS: 0 | Sight: 8.25 | Speed: 4.33
Weapon – Pistols
Damage : 16.33 Vs Armour : 100% A-Speed : 0.8 Range : 3 Special : Can jump over cliffs
Abilities:
END
Right... finally, thanks for getting through that!
So what I want is:
THIS IS ENTIRELY A WORK IN PROGRESS THOUGH IF YOU'RE READING THIS YOU PROBABLY ALREADY KNOW THAT AND I ALSO DON'T KNOW WHY I'M SHOUTING...
It's heavily in development, current map status is.
Victory condition disabled, each player starts with 15 recruits and 100000+ minerals with no level limit to allow for balance testingVictory condition at 50 kills, one recruit each, may add cheat for mineralsAs of now, anything can change, but my initial points on the description are the main aim: Fast paced, not too harsh on new players (thus ruining fun for experienced players), TEAM WORK ESSENTIAL etc...
Comment here, PM or email me, whatever you fancy. I'm not working and not at uni for another month so mostly on here developing this...
Have a NICE day...
0
I thought I'd just post a fix I've literally just worked out on a command card issue I've had but had great trouble finding an answer on this forum.
Basically, as most probably know, there's an ability limit on units (around 30 I think) which causes the command card to start removing abilities if you hit or breach that limit.
Unfortunately, the number of abilities linked to that unit INCLUDE any abilities of any linked units, through abilities such as morphing and training.
I came across this issue with my system which has a basic unit, which then morphs (trains and dies) into one of five units, which then each morph into one of 3... this is 20 abilities alone, along with a variety of other abilities (the bulk not even being done), suddenly my initial unit was immovable etc...
I found however, if you make a single train ability, in the 'Ability - Info +' section you can add multiple unit options (Train 01, Train 02 etc...).
Then you can add this sole train ability to your unit, and then create separate buttons for each different option. Then when you link the ability, you select the appropriate ability command. Voila, one ability for what was initially 5, same for the others and what was 20 is now 6...
Of course if this STILL doesn't help (bearing in mind it doesn't stop the units being linked), the other solution I came across was to make a dummy ability and then swap the units out with triggers.
As I write this, and when I worked it out, it did seem obvious, but when I created those train abilities initially, I was much more green on the whole thing then I am now.
Hope this has helped someone out there, berate me if I need to explain more.
Ciao for nao...
0
I know there are already a few balancing formulae on this forum already and for all intensive purposes they work, as far as any formula can. Indeed I have used them myself in order to try and balance my own creation. But I've just developed a system which was designed more for my needs because the others just weren't QUITE working for me.
In essence, this formula works of the principal of determining how much time it takes for a unit to kill an opposing unit and vice versa. I decided n the formula having to disregard a few factors:
So on with the formula:
For the sake of my example unit stats include thus: (This is entirely based off of how the mechanic in the game I'm developing will work)
The formula itself looks like this:
a Prefix is the killing unit's stats. b Prefix is the defending unit's stats.
(bHealth/(aDPS-bLPS))+(bArmour/aDPS) = KillSecs
(bRange-aRange)/aSpeed = ExtraSecs
IF (aRange < bRange) THEN (KillSecs + ExtraSecs = KillTime)
KillSecs is purely how much time it takes for unit A to kill unit B
ExtraSecs is how much time you are running to the enemy whilst they are attacking you.
then IF unit A's range is less than unit B's then you want to add ExtraSecs onto to get your total KillTime.
Otherwise KillTime is just KillSecs
I found it best to do this in a spreadsheet, just make a comparison table between to units. The two KillTime's can then be used to to compare who would kill who first. you can then divide the greater value by the smaller to find out how many of the losing units you'd need to equal/beat the winning unit.
Here's an example
Health :
120Armour :
0LPS :
10DPS :
20Range :
10Speed :
3Health :
100Armour :
50LPS :
10DPS :
20Range :
5Speed :
3Using these values:
Unit A has a killTime of 12.5 (because his range is greater than Unit B's the ExtraSeconds are not counted)
Unit B has a killTime of 13.7 (His KillSecs is 12, but because his range is lower, he is getting shot 1.67 seconds whilst doing no damage)
So here we have it, this formula should account for one on one fights between units, it can't really work for multiple weak units because it does not take into account the added DPS which is being dealt, but then reduces over time etc.
For a different formula (that would work better for multiple weak units etc) that does not account for range, speed or regeneration, check out Antimatterthun's Trinity balancing formula here
Hope this is useful, let me know if anything's unclear, hopefully you should be able to use it to adjust for your game types (like armour reduction etc).
Peace Out.
0
I like this formula, there's almost no way to START balancing otherwise, you can easily complexify it (it IS a word) but then it gets heavy handed and you need different formulas.
As for trying to count for micro... what? Micro is to do with applying skill some people can micro some people can't THAT'S how you win games (well some) by being better at playing the game and games which don't require micro, well you simply don't need to consider it then. Also consider terrain, that's to do with map balancing not unit balancing.
The idea of the formula teaches (more than anything else to me) that you can make any comparison, as long as you have a base unit to compare against always
multiply the number by unitSpeed/BaseSpeed, do the same for regens and energy, it's not too hard to work with those. Ofc the splash stuff and the like is nigh on impossible to formulize, but this formula would cut in half (at least) the amount of time you take balancing, the rest is up to you to play test, same reason major companies do it in betas.
Also remember that this formula is a balanceing equally formula, as opposed to a rock paper scissors formula :-P
rant