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<blockquote data-quote="Janx" data-source="post: 5674419" data-attributes="member: 8835"><p>Your other point was good too, but this is very important.</p><p></p><p>For awhile, i was playing CMGs, and one of the things that bugged me was the point cost formulas. namely the lack thereof. Game imbalances came up, because certain figures were a better deal than others.</p><p></p><p>In one of my own games (a war game using army men), I worked out the math based on the simple factors my game used for a figure (speed, hp, damage, attack and defense values).</p><p></p><p>The premise is, in any fight, 2 figures start out "out of range". from there, they will continue to move and shoot at each other until on or another is dead. The one with longer range has the first chance to hit, with the other one needing to spend rounds of movement to get within range.</p><p></p><p>Once I modeled out each combination's chances of survival (or at least vs. a baseline figure), from there the point value of each figure gets set such that when you make a unit of equal point value versus another, your % chance of victory is 50%.</p><p></p><p>pointwise, this might mean 3 machine gun guys = 1 rocket launcher guy (who moves slower, but he has rockets).</p><p></p><p>The goal is, to give players the ability to pick and choose their pieces (unlike chess), but the effective combat power of each side is equal (just like chess). </p><p></p><p>From there, it is the player's own ability that determines victory (plus random chance if dice are involved).</p><p></p><p>Though I'm not actually a math expert, I like to make sure consideration of the probabilities and power levels of game features are carefully designed and balanced.</p><p></p><p>After that, play testing should check the reality of those game balancing activities.</p></blockquote><p></p>
[QUOTE="Janx, post: 5674419, member: 8835"] Your other point was good too, but this is very important. For awhile, i was playing CMGs, and one of the things that bugged me was the point cost formulas. namely the lack thereof. Game imbalances came up, because certain figures were a better deal than others. In one of my own games (a war game using army men), I worked out the math based on the simple factors my game used for a figure (speed, hp, damage, attack and defense values). The premise is, in any fight, 2 figures start out "out of range". from there, they will continue to move and shoot at each other until on or another is dead. The one with longer range has the first chance to hit, with the other one needing to spend rounds of movement to get within range. Once I modeled out each combination's chances of survival (or at least vs. a baseline figure), from there the point value of each figure gets set such that when you make a unit of equal point value versus another, your % chance of victory is 50%. pointwise, this might mean 3 machine gun guys = 1 rocket launcher guy (who moves slower, but he has rockets). The goal is, to give players the ability to pick and choose their pieces (unlike chess), but the effective combat power of each side is equal (just like chess). From there, it is the player's own ability that determines victory (plus random chance if dice are involved). Though I'm not actually a math expert, I like to make sure consideration of the probabilities and power levels of game features are carefully designed and balanced. After that, play testing should check the reality of those game balancing activities. [/QUOTE]
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