Design and Balance
Posted: 22 Aug 2016, 16:24
Now that BAR seems to be close to complete, was there ever any design document or guidelines written for BA development?
For example, under what circumctances will a unit be removed from the unit roster? Are there any such circumstances?
What is the average game time per game BA is aiming for?
Since players obviously have a limited amount of attention and clicks per minute, what should be the focus of the gameplay experience compared to other RTS games?
Is it cycling through unit build queues, changing them all the time to tailor your unit assortment to counter your foe's? Is it unit movement and accurate individual unit placement?
In Spring's hayday BA's Unit balance leaned more towards certain individual units being "central". After some criticism and a call for "better" balance, dominating units like the flesh tank were nerfed in order to allow other units in the t1 tank lab to show their colors.
The downside was that on tank maps, like Comet Catcher for example, the focus of the game shifted more towards changing unit build queues in labs and making sure you are building the best unit type for the current map state.
So, now that BAR is almost done, isnt it time we analyse what BAR should really be about and how it's balance should or should not change in order to best exploit the spring engine and the existing map set?
For example, under what circumctances will a unit be removed from the unit roster? Are there any such circumstances?
What is the average game time per game BA is aiming for?
Since players obviously have a limited amount of attention and clicks per minute, what should be the focus of the gameplay experience compared to other RTS games?
Is it cycling through unit build queues, changing them all the time to tailor your unit assortment to counter your foe's? Is it unit movement and accurate individual unit placement?
In Spring's hayday BA's Unit balance leaned more towards certain individual units being "central". After some criticism and a call for "better" balance, dominating units like the flesh tank were nerfed in order to allow other units in the t1 tank lab to show their colors.
The downside was that on tank maps, like Comet Catcher for example, the focus of the game shifted more towards changing unit build queues in labs and making sure you are building the best unit type for the current map state.
So, now that BAR is almost done, isnt it time we analyse what BAR should really be about and how it's balance should or should not change in order to best exploit the spring engine and the existing map set?