Making sense of sea balance
Posted: 01 May 2018, 07:49
Sea balance sux.
It sux not because I or someone else think so but because people simply do not want to play sea and they have had years of different tweaks and changes to balance to test and get used to.
People constantly make offers about adding or removing units, changing this or that unit or structure, all in an attempt to try and make sea better.
Here is the problem though: none of these suggestions alone have a good chance of working out. Why? Because every change of a unit or an addition changes the overall interaction between all units and structures. Changing how mexes work or removing or adding a unit changes the interactions and the game's pacing. A solution to a drastic state of none play in which sea has been in BA since its inception requires an overhaul, meaning thinking through the overall picture and how it should play out at the different stages of the game instead of simply throwing in some change and hoping for the best.
So how should we approach sea balance that has failed to truly draw players since BA's inception?
Well, its more an art than a science yet some things still need to be considered to have a chance of making a positive change.
1)identifying the problems.
Nobody knows for sure what exactly it is that is preventing sea from being interesting but we all have rough ideas about it so when you think about what to fix the first step is to explain to yourself what it is that you think is wrong with how sea works and then come up with a plan for changes that would fix these issues or bypass them.
2)Game pace.
Land units have their place and time to be built on each individual map. You do not play 1v1 on comet catcher and start building vehicle artillery as your first units. On the other hand in crowded team game or on small maps with a lot of chockpoints you dont endlessly spam scout units.
So what seems to work(on land) is making sure that units are different enough so that their usage can be divided into game stages. Spring and TA mods like BA seem to work well with having the player control a very limited amount of UNIT TYPES on each front. Many unit types can be used at once but usually not on the same front.
An example of a completely opposite system would be Warcraft 3's system that had tools to easily manage a group of very diverse units and their individual skills and abilities.
Usually one or 2 units at most are the main units at a certain game stage or conditions per front line and then there are a few supporting units used here and there.
So this is also something to think about. Overloading the player with many unit types all being used together on one front hasnt been BA's focus, unlike Starcraft or even BA's cousin, zero-k.
3)The different arenas
When thinking about changes to sea balance one must consider how the change will effect sea interaction within itself, meaning against other sea units but also against hovers on hover appropriate maps, amphibious units and sea's interaction with land and air.
When coming up with changes to sea we gotta consider their effect on all these otherwise one solution to a problem can inadvertently cause other balance issues in some other area.
It sux not because I or someone else think so but because people simply do not want to play sea and they have had years of different tweaks and changes to balance to test and get used to.
People constantly make offers about adding or removing units, changing this or that unit or structure, all in an attempt to try and make sea better.
Here is the problem though: none of these suggestions alone have a good chance of working out. Why? Because every change of a unit or an addition changes the overall interaction between all units and structures. Changing how mexes work or removing or adding a unit changes the interactions and the game's pacing. A solution to a drastic state of none play in which sea has been in BA since its inception requires an overhaul, meaning thinking through the overall picture and how it should play out at the different stages of the game instead of simply throwing in some change and hoping for the best.
So how should we approach sea balance that has failed to truly draw players since BA's inception?
Well, its more an art than a science yet some things still need to be considered to have a chance of making a positive change.
1)identifying the problems.
Nobody knows for sure what exactly it is that is preventing sea from being interesting but we all have rough ideas about it so when you think about what to fix the first step is to explain to yourself what it is that you think is wrong with how sea works and then come up with a plan for changes that would fix these issues or bypass them.
2)Game pace.
Land units have their place and time to be built on each individual map. You do not play 1v1 on comet catcher and start building vehicle artillery as your first units. On the other hand in crowded team game or on small maps with a lot of chockpoints you dont endlessly spam scout units.
So what seems to work(on land) is making sure that units are different enough so that their usage can be divided into game stages. Spring and TA mods like BA seem to work well with having the player control a very limited amount of UNIT TYPES on each front. Many unit types can be used at once but usually not on the same front.
An example of a completely opposite system would be Warcraft 3's system that had tools to easily manage a group of very diverse units and their individual skills and abilities.
Usually one or 2 units at most are the main units at a certain game stage or conditions per front line and then there are a few supporting units used here and there.
So this is also something to think about. Overloading the player with many unit types all being used together on one front hasnt been BA's focus, unlike Starcraft or even BA's cousin, zero-k.
3)The different arenas
When thinking about changes to sea balance one must consider how the change will effect sea interaction within itself, meaning against other sea units but also against hovers on hover appropriate maps, amphibious units and sea's interaction with land and air.
When coming up with changes to sea we gotta consider their effect on all these otherwise one solution to a problem can inadvertently cause other balance issues in some other area.