raaar wrote: ↑11 Feb 2021, 04:55I stuck with mathematical balance for the most part on MF. I use it to assign costs automatically for most units.
Imo it's the only reliable way to get consistent balance between lots of units without lots of player feedback. Don't expect it to produce "perfect" balance (there's no such thing), but after setting it up it's a tool that helps getting good results with a low amount of effort.
I think what might be interesting to consider is if the balancing is in its infant stages, where things come together for the frist time, or of it's more of a situation where a new units is added to an existing roster with preexisting, reasonable balance.
When creating my *A mod, apart from having a general idea in mind of a unit's costs and power, I went straight ahead and made certain "versus" scenarios. Let's say a new tank has to be introduced to the game which is a single target hitter. Maybe there already is another single target tank that's lighter / faster so I start with doing 1v1 situations and look how much health the stronger tank has left in the end and then have a look at the costs. Then I go for another tank that has a strong area of effect weapon affecting multiple targets at once. I once again test the two units in a 1v1 situation. Then I increase the unit numbers that fight at the same time so the tank with the area of effect weapon, which should have been inferior in the 1v1 situation unless there also is a huge price gap, should start becoming way more valuable now and I check if this is the case cost and unit stats wise. Doing just that already gives a nice first iteration balance with a need for some fine tuning with regard to weapon range and unit speed. So it's not about just putting the units next to each other so they are in weapon range but it's also about letting them advance a unit with superior range and having a look at if it's possible to either micro a very agile unit so the new unit's shots keep missing or even using superior speed to always stay out of range. I don't see any way to incorporate these tests, which actually don't take that much time, in a mathematical formula.
This method might only work this well for a game like Maximum Annihilation though, where several tech levels exist and all units have a very distinct role and purpose. There are archetypes like the glass cannon, the bullet sponge, the long range artillery, the AoE damage dealer, the fast raider, the multi-purpose unit, the static target hitter or the allrounder plus specializations like being amphibic or all-terrain. Plus a unit's properties are very static (i.e. no veterancy). When balancing a game like Warcraft with heroes, level-ups, upgrades and special abilities, this concept might still be applicable but it will probably take more time to perform all these tests as a unit's worth in a certain situation can strongly vary by receiving a new ability...
raaar wrote: ↑11 Feb 2021, 04:55Should there be "free perks" for some units? Generally i'd say one should't get "something for nothing", but it's debatable. Being all-terrain or amphibious on my game has no cost penalty atm.
Interesting. In MA there is a distinct penalty for such an ability which either is represented in a change in costs or unit stats. When talking about an all-terrain unit I try to compare with another non-all-terrain unit that has a similar role and purpose. The all-terrain unit then has to be significantly weaker in terms of cost-efficiency (it won't be trash but the non-all-terrain unit should clearly be superior and thus the better choice when fighting on flat terrain). Keeping them on the same level would be very unfair in my opinion. The reason for this is for example when playing on a hilly map which has certain narrow passes which basically are the only way to get to the other side of the mountain range. Those passes are usually strongly fortified. All-Terrain units now enable a player to completely bypass this. If such a unit has the same efficiency as a normal tank that would have to play the barricade runner I think that's quite unfair as this is a huge advantage. The same goes for amphibic units which can gain access to just lightly defended regions. I did try Metal Factions a few weeks ago (nice game btw

) and as I see it getting around a fortification and into the heart of the enemy base can hit the eco very hard with one such successful attack being able to pretty much decide an entire game even though it might be no immediate victory (although a commander snipe is very well possible when talking about more than just hitting the economy). For tabletop games which aren't about basebuilding and new unit creation this might be less fatal as in this case such a maneuver would just lead to a very efficient flanking of the enemy leading to a "combat like any other" where one side got an advantage through clever tactics. Plus there is another thing - I'm not too much into the very strategic tabletop games but I think for the most part there is no thing like fog of war. So for those tabletop games it more or less is obvious that an all-terrain unit is incoming. In Metal Factions such units can very well remain undetected until they have reached their destination (especially amphibic units suddenly emerging at a coast). So not only would amphibic units have the possibilty to strike at a weak spot but they also can easily have a stealthy approach. Together which such a successful attack being heavily punished with if done right being the game winning moment, I don't think such an ability should be "free of charge"...