bennythebear![]() Member Posts: 1225 From: kentucky,usa Registered: 12-13-2003 |
OK, i've been playing online strategy games such as: unification wars(uc.gamestotal.com) so i was wondering how you begin to come up with te formulas for a game like that? like how much each military unit is worth in strength/nw/power(whatever you measure by), just how do you come up with all that stuff. because i know there are hundreds and hundreds of things to keep track of, and that have to be calculated for everything. i'm planning on developing a game of this genre later(i have a long way to go in the abilities department), so i'm looking for some resources on all of this stuff. any help would be appreciated. if didn't make any sense let me know and i'll try to clear it up(i've been up all night and posting at 5:30 am). ------------------ proverbs 25:7 www.gfa.org - Gospel for Asia www.persecution.com - Voice of the Martyrs |
TwoBrothersSoftware Member Posts: 141 From: Janesville, Wi USA` Registered: 08-05-2006 |
quote: Quick answer - guess and let the playtesters test your guess. Long answer How to do you make your guess. Build a combat engine and test various units in battle 10,000 times record the results - work your numbers off of the results those give. (or do a stats analysis and figure out the odds of one unit beating the other) Assign bonus percentages to certain abilites (these are guess) for example a unit that flies maybe 25% more expensive than the same one on the ground. In dealing with multiple units against one unit the generally accepted formula is number units squared times power is a formula I've used for dealing with smaller units surrounding a larger unit, this of course does not apply if the larger unit has area effective weapons. One way to help build set points in - is make twice the capability twice the cost - three times capability nine times the cost. These are some general guidelines the proof is in the pudding so they say - in otherwords no matter what you do - your beta testers will find some way to tweak / manipulate whatever system you create. |
bennythebear![]() Member Posts: 1225 From: kentucky,usa Registered: 12-13-2003 |
thanks. so it's a "guess & test" method. that makes sense to me. ![]() ------------------ proverbs 25:7 www.gfa.org - Gospel for Asia www.persecution.com - Voice of the Martyrs |
dartsman![]() Member Posts: 484 From: Queensland, Australia Registered: 03-16-2006 |
well a lot of systems are just guess and test. I haven't checked out the two examples you posted, but again, mathematics is normally heavily relied upon to provide at least 'close' guesses to then be later tweaked. Most online games will be built from some principle... ------------------ |