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Strategy/War Game: Addressing "balance" issues

Posted: Fri Jun 30, 2006 2:55 am
by Dare
Does anyone know of any good websites that deal with things like getting a decent balance in a strategy game? Preferably with a "for dummies" approach or presentation? :)

Or does anyone have some insights?

I want to ensure that there is no easy or dominant strategy, and that distributions of things like key points and resources is fair. However I also want the game to have an asymmetrical look and feel, and I want the player to have interesting choices.

For the unit types I am thinking of using the old Scissors-paper-stone approach as a starting point. There will be A/B/C groups of units and within each group there will be a/b/c units. So, without modifiers like experience and upgrades, A beats B beats C beats A. And within each group, similar, eg, Aa beats Ab beats Ac beats Aa. Hopefully I get the payoff matrix balancing out to zero. :)

However I am not sure how to approach the other balance issues. For example, if one player has an easily defended home base, all must, and if one has good access to resources, all must have.

But without symmetry or "mirror imaging".

So any links or thoughts much appreciated.

Posted: Fri Jun 30, 2006 10:43 am
by Hurga
testing, and testing, and test

then more testing

then again more testing.

Preferably with different persons...

and then...

test it again....

I think that the way on balancing an strategy game

Re: Strategy/War Game: Addressing "balance" issues

Posted: Fri Jun 30, 2006 12:05 pm
by u9
Dare wrote:For the unit types I am thinking of using the old Scissors-paper-stone approach as a starting point. There will be A/B/C groups of units and within each group there will be a/b/c units. So, without modifiers like experience and upgrades, A beats B beats C beats A. And within each group, similar, eg, Aa beats Ab beats Ac beats Aa.
I like that idea. But as Hurga says, testing is the key. You should also have some people along for testing even from the start so that they can get very good at the game. That way they might be better at finding "loop-holes" which might ruin the balance.

P.s. Me know no site.

Posted: Fri Jun 30, 2006 1:33 pm
by GedB
You'll find the players on the LaserSquadNemesis forum know a thing or two about these things. Give them a try.

http://p069.ezboard.com/bcodogames

Posted: Sat Jul 01, 2006 2:25 am
by Dare
Hi guys,

Thank you.

I agree test .. [ad nauseum] .. test. :)

I am nowhere near there yet, still in concept/design stage. The only code I write is small snippets to be sure any ideas might have credence (and that I have the ability to apply the concept).

The game will have pre-built scenarios, and will also allow random scenarios. The first requires thinking for the scenario, the second needs pre-thinking so that computer-generated scenarios have some balance. For example, if 8 players on a rectangular map (board) are initially located on the edges, then those in the corners have two sides absolutely defended (by the map constraints) those in the middle (of the edge) have only one absolutely defended side. This needs balancing somehow.

And so on.

So trying to get some ideas on handling these issues.

(My PureBasic software house went "live" today. I have an "office manager cum do everything non-coding", but I am still the only coder, and part-time at that as I have other business interests to handle. For last few months and next few I have a fair amount of dull old RL stuff getting between me and this, so it is months away before a start on code. But meantime, in sparetime, I can plan and design. Eg, watch world cup and jot down thoughts at same time.)