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Forum Turn-Based Strategy Game - Part 7: Faction balance and feel

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As for balancing and overall feel for each faction, I think I want it to be a bit like this:


Nobles: Strength in numbers. Poor units. Can draft lots of poor units quickly. High tier units are MUCH more expensive and also a lot better. Playstyle: rushing, massing units.

Veterans: Stealth and mobility are key. Units are generally more expensive (or have fewer men?) so they need to count more. Playstyle: careful, fast and sneaky.

Monks: Morale is the most important factor. Using combinations of scaring enemies and empowering friendlies will decide the outcome. Units are rather weak so optimal use of morale is key. Playstyle: calculating, aggressive.

Guilds: Can use its money to mass units, but combat-wise is not very strong. Ranged combat makes the Guilds a good defensive player. Playstyle: turtle, massing units.


Guilds and Nobles are basically eachother's counterparts, where one is more defensive and the other is more aggressive. They should be fairly straight-forward in terms of gameplay, as they are the most traditional factions. Veterans and Monks will likely be a bit harder to play but all the more satisfying if successful.

I am now contemplating the possibility of having units of varying numbers of men (ie, not just 100 but also stronger units of 50 or something). At first I didn't want to consider this but it might be worth pondering the possibility.

I am also thinking of a possible way to give ambush bonnuses to units, which would really make the Veteran faction come into its own. Morale is also going to be a very important part of combat, which needs to be balanced well. The monks should be rather interesting to play because you need to think about how to implement your policies and use your units in the best way to take advantage of their superior morale (and the way they affect the enemies' morale).

I also need to look into how to make ranged units work. I want to make them potentially strong, but weak when engaged directly.



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Triple A

Greatlordd found a boardgame simulator/strategy game with available source code online called Triple A. It might be worth looking into this to see if it's possible to alter the source code to carry this game. After all, if it is in any way possible for me to offload the hard work onto a computer program, I won't hesitate to do so.

http://www.moddb.com/games/triplea



I'm not sure what I will cover in the next part. I've been rather busy so I haven't been able to put much thought in many things. I may look into Triple A and come back to you to report on the possibilities with this source code.

Updated 09-18-2011 at 06:40 PM by von_lipwig

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Comments

  1. Concurssi's Avatar
    Heroes?

    (The vbulletin programmer's dick is 10 inches too short)
  2. von_lipwig's Avatar
    You mean you want hero units? I don't think that is very applicable in this game. For starters, the unit sizes are about 100 people per unit. A hero would be one unit, there's no way a hero could be of any use in the combat system. The only way I see that happening is when a hero would be 'attached' to a unit, thereby increasing that unit's stats.

    But I'm not sure this is a priority at the moment.
  3. Concurssi's Avatar
    I was just asking if there's gonna be heroes, wasn't really a suggestion.
    But as for the part about them being no use... Jeanne of Arc and William Wallace were both one person but they made a difference. Especially the monks I think could benefit from heroes if they give a morale boost.
  4. von_lipwig's Avatar
    I was more thinking along the lines of policy changes making a difference. Stuff like 'inspired leaders' or 'non-commissioned officers' to increase morale and stats respectively, for instance.

    I'm not sure how easy it will be to implement hero units. It will add a whole layer of extra calculations to be done, extra balancing etc.


    As for your question: I don't think there will be any hero units, at least not in the first stages of the game. However, if we manage to streamline the game enough and if somehow we can fit it in and balance it, I would consider the possibility.
  5. Flimmeister's Avatar
    I also had some ideas about heroes - or better, leaders. I will pm you more about that in the coming week, but i agree, perhaps it's better to leave that out at first, then consider it later.
  6. rscarrab's Avatar
    As for balancing and overall feel for each testicle sack, I think I want it to be a bit like this:


    Shaven: Pluck pubes in numbers. No Poor hygene. Can pull lots of poor dangleberries quickly. Custom made scrotum garbs are MUCH more expensive and also a lot better. Playstyle: thrushing, smooth.

    Stubbly: Stealth and mobility are key. Big Mexican Cojones are generally more expensive (or have fewer barnacles?) so they need to count more. Playstyle: carefully caress then a fast and sneaky scratch.

    El Nateurelle: Morale is the most important factor here. Using combinations of scaring women and empowering friendlies will decide the outcome. Testicle hairs are rather weak so optimal use of comb is key. Playstyle: calculating, aggressive, primal.

    Decorated: Use your money to amass accessories, but sexuality-wise is not very masculine. Ranged ejaculation makes the flashy type a good defensive player. Playstyle: turtle, accessorize!


    Shaven and El Nateurelle is basically --to do with-- each other's privateparts, where one is more defensive and the other is more aggressive. They should be fairly straight-forward in terms of sexuality, as they are the most traditional variations. Stubbly and Decorated will likely be a bit harder to endure but may turn out to be all the more satisfying if successful.

    I am now contemplating the possibility of having testicles of varying numbers of men (ie, not just 100 but also stronger sacks of 50 or something). At first I didn't want to consider this but it might be worth pondering the possibility.

    I am also thinking of a possible way to give killer itch bonuses to testies, which would really make the Stubbly come into its own. A good grip is also going to be a very important part of control, which also needs to be balanced well. El Nateurelle should be rather interesting to play because you need to think about how to implement your nuts and use your style in the best way to take advantage of their superior physique (you know, the way they affect the enemies' testicles).

    I also need to look into how to make penis work. I want it to be potentially strong, but weak when engaged directly.
  7. von_lipwig's Avatar
    Dude...
  8. rscarrab's Avatar
    Yeeeeeeeeeeesss?
  9. greatlordd's Avatar
    I'm equally amused and sick at the same time Scarrab. Does anyone get the suspicion that the R in rscarrab name suggests he has a restricted rating?
    Updated 09-13-2011 at 10:59 AM by greatlordd
  10. dogma's Avatar
    Anyway you could post a link for the first 6 parts ?
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