terrorista
08-12-2007, 09:02 PM
Introduction
This is a fantasy section of the forums where we can invent our own units and think about their strength in the game. However, I think the best ideas are the ones where you have to think about the idea to see how it works. This does not mean every unit should be complicated, but I would like to see more units become balanced.
Basics of Unit Creation
Name: [Name]
HP: [# of Hit Points]
Armor: [Armor %]
Power: [Power of ability]
Range: [Range of attack]
Block: [Front blocking percentage, the side blocking is implied]
Movement: [Max tiles unit can be moved]
Wait: [Unit's recovery time if it moved and used it's ability,
the other two times are implied.]
Figure 1.1
New creations should use either the standard format (Shown in figure 1.1), or a variant of it to describe their idea(s). Once you have the basic concept of your unit, fill in your formating skeleton as you normally would (Shown in figure 1.2).
Name: Axe Thrower
HP: 50
Armor: 25%
Power: 22
Range: 2
Block: 70%
Movement: 2
Wait: 1
Figure 1.2
"Is it good yet?"
At this point in the creation of the Axe Thrower we have an slightly overpowered, an bland unit one which would get you little attention and that which you will get will be criticism. If we think about the units we have right now released in Tactics Arena, we may find this Axe Thrower fits in simularly to the Knight.
Now think about the concept in relation too the game itself. Do players need another knight-like unit? If the answer is no, then you might want to add a little something-something to it, a nice little zing!
Name: Ice Axe Thrower
HP: 50
Armor: 25%
Power: 22
Range: 2
Block: 70%
Movement: 2
Wait: 1
Special: Frostbite -- A Paralyze spell that doesn't involve focus,
but instead adds 2 counters. At the end of unit's controller's turn
remove a counter. Paralyze is removed once the last counter is removed.
Figure 1.3
Now that we have added that little bit of spice to make it more exciting (Shown in Figure 1.3), it's time to rethink the balance. It is now like a beefy Berseker. Let's twist the stats a bit more to adjust to a more original concept.
"Q: That's great, but how do I balance properly?"
"A: You think about your unit."
This is where the challenge of balancing comes in. If your unit is balanced or not will have a large impact on the ammount of praise or criticism you recieve on each unit.
Unit stats have large flexiblity due to their intergrate relationship with one another.
Health is what your units general health level is at.
Low -- 1-30 Medium -- 31-45 High -- 45+
Power is how much damage your unit deals when attacking.
Low -- 1-16 Medium -- 17-20 High -- 22+
Armor: Armor is were you tweak your units health to a well thought out number.
Armor has a mathmatical formula to work with.
Damage=D A=Armor R=Real Damage Dealt
[(100-A)0.01]D = R
This formula can be used to let you tweak your units health level to be stronger against some units and weaker against others. This formula can also be used to see how much Damage your unit does to others already created.
Movement is how far your unit can walk.
Low -- 0-1 Medium --2-3 High 4+
Range is how far your creature's attack reaches. Try and balance your range in accordance to the movement and power of your unit. high powered units should have low range, and low movement units should have high range. Try and play with the numbers to reach a balanced number.
Block is the probablity of the unit of blocking an attack. I use this as a slight tweak to adjust range and movement.
Name: Ice Axe Thrower
HP: 40
Armor: 8% 0.92Damage=Real Damage
Power: 18
Range: 4
Block: 60%
Movement: 3
Wait: 2
Special: Frostbite -- A Paralyze spell that doesn't involve focus,
but instead adds 2 counters. At the end of unit's controller's turn
remove a counter. Paralyze is removed once the last counter is removed.
Figure 1.4
Awesome, well almost. ;)
Questions and/or comments?
This is a fantasy section of the forums where we can invent our own units and think about their strength in the game. However, I think the best ideas are the ones where you have to think about the idea to see how it works. This does not mean every unit should be complicated, but I would like to see more units become balanced.
Basics of Unit Creation
Name: [Name]
HP: [# of Hit Points]
Armor: [Armor %]
Power: [Power of ability]
Range: [Range of attack]
Block: [Front blocking percentage, the side blocking is implied]
Movement: [Max tiles unit can be moved]
Wait: [Unit's recovery time if it moved and used it's ability,
the other two times are implied.]
Figure 1.1
New creations should use either the standard format (Shown in figure 1.1), or a variant of it to describe their idea(s). Once you have the basic concept of your unit, fill in your formating skeleton as you normally would (Shown in figure 1.2).
Name: Axe Thrower
HP: 50
Armor: 25%
Power: 22
Range: 2
Block: 70%
Movement: 2
Wait: 1
Figure 1.2
"Is it good yet?"
At this point in the creation of the Axe Thrower we have an slightly overpowered, an bland unit one which would get you little attention and that which you will get will be criticism. If we think about the units we have right now released in Tactics Arena, we may find this Axe Thrower fits in simularly to the Knight.
Now think about the concept in relation too the game itself. Do players need another knight-like unit? If the answer is no, then you might want to add a little something-something to it, a nice little zing!
Name: Ice Axe Thrower
HP: 50
Armor: 25%
Power: 22
Range: 2
Block: 70%
Movement: 2
Wait: 1
Special: Frostbite -- A Paralyze spell that doesn't involve focus,
but instead adds 2 counters. At the end of unit's controller's turn
remove a counter. Paralyze is removed once the last counter is removed.
Figure 1.3
Now that we have added that little bit of spice to make it more exciting (Shown in Figure 1.3), it's time to rethink the balance. It is now like a beefy Berseker. Let's twist the stats a bit more to adjust to a more original concept.
"Q: That's great, but how do I balance properly?"
"A: You think about your unit."
This is where the challenge of balancing comes in. If your unit is balanced or not will have a large impact on the ammount of praise or criticism you recieve on each unit.
Unit stats have large flexiblity due to their intergrate relationship with one another.
Health is what your units general health level is at.
Low -- 1-30 Medium -- 31-45 High -- 45+
Power is how much damage your unit deals when attacking.
Low -- 1-16 Medium -- 17-20 High -- 22+
Armor: Armor is were you tweak your units health to a well thought out number.
Armor has a mathmatical formula to work with.
Damage=D A=Armor R=Real Damage Dealt
[(100-A)0.01]D = R
This formula can be used to let you tweak your units health level to be stronger against some units and weaker against others. This formula can also be used to see how much Damage your unit does to others already created.
Movement is how far your unit can walk.
Low -- 0-1 Medium --2-3 High 4+
Range is how far your creature's attack reaches. Try and balance your range in accordance to the movement and power of your unit. high powered units should have low range, and low movement units should have high range. Try and play with the numbers to reach a balanced number.
Block is the probablity of the unit of blocking an attack. I use this as a slight tweak to adjust range and movement.
Name: Ice Axe Thrower
HP: 40
Armor: 8% 0.92Damage=Real Damage
Power: 18
Range: 4
Block: 60%
Movement: 3
Wait: 2
Special: Frostbite -- A Paralyze spell that doesn't involve focus,
but instead adds 2 counters. At the end of unit's controller's turn
remove a counter. Paralyze is removed once the last counter is removed.
Figure 1.4
Awesome, well almost. ;)
Questions and/or comments?