Author Topic: Lessons Learned  (Read 486 times)

Offline CygnusX

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Lessons Learned
« on: May 03, 2011, 01:39:02 PM »
What are some common 'lessons learned' from your time spent developing your BBG?  Give your problem a name, state what you believe was the problem or bad assumption, and your fix (or theoretical fix if you have not yet implemented).  

Name:  Accumulation Dilemma - Units

Problem:  Buying new, more powerful fighters/army units seems like a great mechanic for fun in a bbg.  However, once a player unlocks a new fighter, old fighters can become useless (assuming there is a unit cap).  Thus, you indirectly encourage players not to buy as the next available unit will be better than the current.

Theoretical Solution:  This is not tested, but I plan to make the upgrade in power from fighter to fighter semi-negligible (but still better), and provide bonuses for having lower tier units.  


Name:  Accumulation Dilemma - Weapons

Problem:  Buying new, more powerful weapons for a large army seems like a great mechanic for fun in a bbg.  However, once a player unlocks a new weapon, old weapons that were purchased can become useless (assuming a limited number of weapons per fighter).  Thus, you indirectly encourage players not to buy as the new available weapon will be better than current.

Theoretical Solution:  Allow players to only buy one type of weapon at a time and have the option to upgrade all weapons.  Upgrading will bring all current weapons you own to the next level, will cost less than buying the next level weapon in the same qty, and encourage the user to buy lower level items.

Name:  Strategy Dilemma
Problem:  Starcraft, Civilization, and many other great games have gambit maneuvers.  Ie, you can sacrifice your defenses for a chance at a successful offensive.  And while this works great against a limited opponent set, adding such elements in a BBG never works out as there are too many players in PvP style to counter your gambit.

Theoretical Solution:  BBGs cannot be design like football, soccer, starcraft, etc in which gambits are essential.  Rather, PvP BBGS must be developed with the ideas of a marathon or cannonball run in mind.  That is, provide the players with an end goal, multiple means of getting there, and different rates of travel.  The player that can find the best combination of shortest path and fastest speed wins.  

Name:  Hidden Effects
Problem:  Exposing all attributes concerning fighting strength makes it possible to determine the absolute strongest path to victory.  Thus, hiding these attributes from the player becomes an easy cop-out for designing good mechanics.
Solution:  Do not hide attribute values.  If the system fails based on the players having knowledge of the workings of the game, then the system is designed poorly and should not be implemented.

Those are the ones I have on my mind at the moment.  What lessons has everyone else learned?

Offline Mutant

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Re: Lessons Learned
« Reply #1 on: May 03, 2011, 06:37:36 PM »
The last one is why every decent combat system has a random component. Players will often complain bitterly about this. They hate the fact that their guy has a chance of losing to a lesser guy. But it's necessary to make the game enjoyable.

Offline saljutin

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Re: Lessons Learned
« Reply #2 on: May 04, 2011, 12:36:19 PM »
Name:  Accumulation Dilemma - Units

Theoretical Solution: Tanks in ww2 were not enough to win it...WITHOUT low tier units - infantry. So better units cost more but need support from lower ones. Some mathematical formula is one solution, other easier is to create some sort of pyramid:
Example of pyramid:
50 x Low / 10 x Medium / 1 x High is ideal
if you have 45 / 10 / 2
43/5 = 8,6 -> floored to 8
1 high need 10 medium so
45 / 10 / 2 UNITS are 45 / 8 / 0 EFFECTIVE, because you dont provide enough support to others

Offline CygnusX

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Re: Lessons Learned
« Reply #3 on: May 04, 2011, 01:53:11 PM »
Name:  Accumulation Dilemma - Units

Theoretical Solution: Tanks in ww2 were not enough to win it...WITHOUT low tier units - infantry. So better units cost more but need support from lower ones. Some mathematical formula is one solution, other easier is to create some sort of pyramid:
Example of pyramid:
50 x Low / 10 x Medium / 1 x High is ideal
if you have 45 / 10 / 2
43/5 = 8,6 -> floored to 8
1 high need 10 medium so
45 / 10 / 2 UNITS are 45 / 8 / 0 EFFECTIVE, because you dont provide enough support to others

The way I read this, you're basically saying you must have 5 tier 1 units to own 1 tier 2 unit, and 10 tier 2 units to own 1 tier 3 unit (or, you can buy the next tier, but it is virtually ineffective).

I'm not sure I like the mechanics of this.  Perhaps I could live with a reduction in tier 2 and tier 3 effectiveness if not enough support is provided (perhaps 50%). 

I think, however, I will pursue something along the lines of:

Unit 1 - 10 base damage,  100 cost
Unit 2 - 11 base damage,  109 cost
Unit 3 - 12 base damage,  117 cost

I could then say:
Whichever side has the most of Unit 1 gets a 1% combat bonus.
If you own twice as many of unit 2 as the opponent, you receive a 10% combat bonus.
For each unit 3 you own for each Unit 1, you receive a +2 combat bonus.

I'm still theory-crafting all of this, but the first pass sounded good to me.

 


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