TheDemonKing
04-03-2006, 09:01 PM
Well, lately I read the CAU guidelines, I felt it lacking something, it's surely done great, but the continuing problem of constant unblalanced units, this gets annoying sure, everyone knows it. If anyone is at all new to CAU this may help, if they've heard too many of their units are overpowered, this could help, if they just make bad units, the guidelines would help.
1. How not to overpower
The most common flame: OVERPOWERED! These units annoy me, this is how NOT to overpowere your units.
Okay, you don't want to overpower your unit, you can make it weak in ways, strong in ways, but not strong in more ways than weak!
i.e.
HP:44
Power: 26
Movement: 4
Recovery: 2
Armor: 10
Blocking: 80
Attack Parern: Like knight
This unit, WAY overpowered, look the 44 health is quite high, add 10 armor and 80% blocking, you have an EXTREMELY defensive unit. Also it has 2 recovery 4 movement and 26 power, it's powerful in TOO many categories.
Now to improve it (although the unit is not so good anyways)
HP: 33 (lower, so it's not as defensive)
Power: 26 (now it is very powerful, many other categories MUST be low now)
Movement: 3 (This unit is still too powerful though)
Recovery: 3 (This would unserpower it to move up)
Armor:--(this unit is way too powerful for armor)
Blocking:--(Now it is farily balanced)
Attack Patern: Like Knight (doesn't need to be changed)
See, because of the recovery, those huge blows will probably only hit once or twice. The unit is not so creative, but fairly balanced.
2. Special Attacks
To orginate a unit you might add a special attack to your unit. Now I can't help you with this, but maybe how to make one, that's balanced, orginal, interesting ect.
Balance it, originate it. Balancing a special attack can be hard, very hard indeed, don't make it like if it's the last unit on the field it gains +5 power or something stupid like that. Make it like every time it recieves a blow that deals over 15 damage it's attack power goes up 1...well, that's not a bad idea anyway ^_^, but then you need to make the starting attack not so high like 16 17 something like that. Something similar to the assassin bomb like a last desperate attempt to do something. i.e. If it has 5 or less HP, the it kills itself and gives the number of HP to the number of attack from a unit within say 3 spaces. I didn't chooose just any unit cause a 33 DT is too powerful..just too powerful.
Finished Product
Well, seeing all that I have done, I have come up with an example unit to show to you. The idea isn't terrible so it could be a fair example of a balanced unit that has very high in one category. Here it is:
Name (any suggestions?)
HP:33
Power: 26
Movement: 3
Recovery: 3
Armor:--
Blocking:--
Attack Patern: Like knight
Special Attack: Power Share. When the [NAME] has 5 or less HP, it can sacrifice itself taking that HP and giving it to a unit within 3 spaces that HP in Power.
If there's anything that should be added, please tell me.
1. How not to overpower
The most common flame: OVERPOWERED! These units annoy me, this is how NOT to overpowere your units.
Okay, you don't want to overpower your unit, you can make it weak in ways, strong in ways, but not strong in more ways than weak!
i.e.
HP:44
Power: 26
Movement: 4
Recovery: 2
Armor: 10
Blocking: 80
Attack Parern: Like knight
This unit, WAY overpowered, look the 44 health is quite high, add 10 armor and 80% blocking, you have an EXTREMELY defensive unit. Also it has 2 recovery 4 movement and 26 power, it's powerful in TOO many categories.
Now to improve it (although the unit is not so good anyways)
HP: 33 (lower, so it's not as defensive)
Power: 26 (now it is very powerful, many other categories MUST be low now)
Movement: 3 (This unit is still too powerful though)
Recovery: 3 (This would unserpower it to move up)
Armor:--(this unit is way too powerful for armor)
Blocking:--(Now it is farily balanced)
Attack Patern: Like Knight (doesn't need to be changed)
See, because of the recovery, those huge blows will probably only hit once or twice. The unit is not so creative, but fairly balanced.
2. Special Attacks
To orginate a unit you might add a special attack to your unit. Now I can't help you with this, but maybe how to make one, that's balanced, orginal, interesting ect.
Balance it, originate it. Balancing a special attack can be hard, very hard indeed, don't make it like if it's the last unit on the field it gains +5 power or something stupid like that. Make it like every time it recieves a blow that deals over 15 damage it's attack power goes up 1...well, that's not a bad idea anyway ^_^, but then you need to make the starting attack not so high like 16 17 something like that. Something similar to the assassin bomb like a last desperate attempt to do something. i.e. If it has 5 or less HP, the it kills itself and gives the number of HP to the number of attack from a unit within say 3 spaces. I didn't chooose just any unit cause a 33 DT is too powerful..just too powerful.
Finished Product
Well, seeing all that I have done, I have come up with an example unit to show to you. The idea isn't terrible so it could be a fair example of a balanced unit that has very high in one category. Here it is:
Name (any suggestions?)
HP:33
Power: 26
Movement: 3
Recovery: 3
Armor:--
Blocking:--
Attack Patern: Like knight
Special Attack: Power Share. When the [NAME] has 5 or less HP, it can sacrifice itself taking that HP and giving it to a unit within 3 spaces that HP in Power.
If there's anything that should be added, please tell me.