Feels like flat balance is a buzzword then.
While there are many rts games who do have units become invalid late game. Many others try to have them placed within some sort of role or usage. By the logic described in this thread, if grts didn't have research tiers it would have been flat balance. Of course the point at which a player has access to all the tiers (1.27 I believe only had a handful) the game would have been at a "flat balance state"
However, this assumes players are all homogenous in their usage of a unit rather than some units better fit different play styles.
Another thing is the "loose" nature of your definition makes the point hard to say, well they do this. Not really, from what I have read so far, you guys set an idea, decided to call it "flat balance" and then loosely followed the idea based on your own definitions. The walls of text bouncing all over from point to point don't help really.
I am not trying to give a negative critique of your project or it's balance paradigm. I am trying to get to a simple definition of the paradigm.
lets see so an example:
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gundam 1.28 was going to have the "butterfly waffle" paradigm:
Key Goal:
Elements designed to emphasize attacking the player bases, with the express goal of establishing player as targets. I do not want to play capture the flag/hunt the mex. I want giant robots blowing stuff up. I don't want to play base management either, that means no construction units, no shields, no nuke structures. Outside of rudimentary defenses, the base will be best defended by mobile units, which will be required to protect the entire massive base. The focus should always be on mobile units, with your base acting as a "king" like in chess. Should you loose your base, there is a very high likelyhood that the battle is lost.
Elements
- large structures and lots of them. The base is large and will require a solid effort to completely destroy.
- power system restricting how many defense can be run and how much resource conversion can be done per tick.
- players can only effectively defend the base by having units patrolling it as powering all of the defenses will require a hit on your ability to produce
- most units can stand a fair chance against their cost equivalent.
- squad build system exists to facility macro play
- ability system exists to promote tactical play.
- armor/damage classes exist to provide clear roles for combat
- light weapons are amazing against air an support vehicles but do poorly against normal units and structures
- anti-unit weapons are not good against structures.
- explosives are good against structures but fire too slowly to really counter a lot of units.
- targeting classes exist to provide clear targets for specific targets
- tiered research system: unlocking tech grants permanent access to the units/structures.
- Different tech can be chosen based on user preference of playstyle
- rank is required to reach certain research tiers discouraging idle "turtle" play
- structures grant higher rank awards which encourages targeting enemy structures
- tiered economy: making losing key structures reduce access to late game units/structures.
- Map control is only strategic not resource based.
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I have to run shortly but something
like this. It isn't complete but like I said, I have to run.
What are the key elements and design principles behind the "flat balance." It seems you guys just appropriated the term, that is fine but can I get an idea as to what exactly the concept is supposed to be?