1 |
Sadly,
I
would
say
that
the
use
of
mathematical
balance
is
quite
limited
in
Zero-K
game,
because
usual
simplifications
don't
take
into
account
physical
complexities.
There
were
lot's
of
interesting
musings
including
various
efficiency
models
described
on
original
caspring.
org
site.
|
1 |
There
were
lot's
of
interesting
musings
including
various
efficiency
models
described
on
original
caspring.
org
site.
|
2 |
I think that Detrino has those archived somewhere.
|
2 |
I think that Detrino has those archived somewhere.
|
|
|
3 |
\n
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|
4 |
Sadly, I would say that the use of mathematical balance is quite limited in Zero-K game, because usual simplifications don't take into account physical complexities.
|
3 |
\n
|
5 |
\n
|
4 |
Stuff like turret turning/aiming delays, pathing differences, various types of inaccuracies (inacurracy when moving, when firing at moving target), clumping/chaining etc. combined with landscape make pure math comparison only useful as a rough guide.
|
6 |
Stuff like turret turning/aiming delays, pathing differences, various types of inaccuracies (inacurracy when moving, when firing at moving target), clumping/chaining etc. combined with landscape make pure math comparison only useful as a rough guide.
|
5 |
\n
|
7 |
\n
|
6 |
To get data it's best to use unitguide or ingame unit stats. Work was spent on making basic data like DPS as accurate as possible.
|
8 |
To get data it's best to use unitguide or ingame unit stats. Work was spent on making basic data like DPS as accurate as possible.
|
7 |
\n
|
9 |
\n
|
8 |
If you get interested into real world stats, tens of thousands historical games were recorded in the "modstats" system, those include real world performance of each unit type vs each other unit type.
|
10 |
If you get interested into real world stats, tens of thousands historical games were recorded in the "modstats" system, those include real world performance of each unit type vs each other unit type.
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