dynamic balance for high/low oil
Posted: 27 Apr 2012, 23:13
It is a redundant discussion around here lately, there is a small gap between balance for low oil and balance for high oil.
To be clear, the function that determine the strength of a group [ (f²+f)/2 ] is quickly growing. As a strange result, 4 units that gang on 2 units will do a tiny bit better than 2 units that gang on 1. Therefore, depending on how much power you have to spend, the balance between expensive and cheap units vary slightly.
With the help of the devs, I could make the function that would scale the price of everything according to the amount of oil and the amount of different teams in the map.
This does not mean scaling the price 1:1 with the number of oil.
The price of cheap units would stay the same. This would just tweak the balance for quantity/quality perspective.
This way, we would be able to get a good balance for both situation.
The only side effect :
Expensive components (heavy bodies, tracks, heavy weapons) will be a bit cheaper in high-oil maps. Not exactly what the FAQ will state. It should not affect the game play that much and will allow high oil AND low oil player to talk about comparable experiences.
To be clear, the function that determine the strength of a group [ (f²+f)/2 ] is quickly growing. As a strange result, 4 units that gang on 2 units will do a tiny bit better than 2 units that gang on 1. Therefore, depending on how much power you have to spend, the balance between expensive and cheap units vary slightly.
With the help of the devs, I could make the function that would scale the price of everything according to the amount of oil and the amount of different teams in the map.
This does not mean scaling the price 1:1 with the number of oil.
The price of cheap units would stay the same. This would just tweak the balance for quantity/quality perspective.
This way, we would be able to get a good balance for both situation.
The only side effect :
Expensive components (heavy bodies, tracks, heavy weapons) will be a bit cheaper in high-oil maps. Not exactly what the FAQ will state. It should not affect the game play that much and will allow high oil AND low oil player to talk about comparable experiences.