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How to balance (calculate strength of) units in any strategy game

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Date Editor Before After
7/6/2016 12:48:10 AMDErankBrackman before revert after revert
7/5/2016 11:30:02 PMDErankBrackman before revert after revert
7/5/2016 10:38:59 PMDErankBrackman before revert after revert
7/5/2016 8:52:11 PMDErankBrackman before revert after revert
7/5/2016 8:46:26 PMDErankBrackman before revert after revert
7/5/2016 8:38:31 PMDErankBrackman before revert after revert
Before After
1 [quote]it seems to model combat as a continuous process where things like One Hit Kill don't happen. I would expect the equation to undervalue Duck vs Glaive, for example, because of Duck's DPS not being that much compensated by its health.[/quote]The equation would perfectly consider everything. Using dps without reload time was only a simplified example. 1 [quote]it seems to model combat as a continuous process where things like One Hit Kill don't happen. I would expect the equation to undervalue Duck vs Glaive, for example, because of Duck's DPS not being that much compensated by its health.[/quote]The equation would perfectly consider everything. Using dps without reload time was only a simplified example.
2 \n 2 \n
3 @TheEloIsALie 's objection that the formula may be too general is correct. Calculating the relhp-function is the actual work. The theory is rather a framework to conclude unit costs from a relhp-function. However I know the relhp-function for many cases. 3 @TheEloIsALie 's objection that the formula may be too general is correct. Calculating the relhp-function is the actual work. The theory is rather a framework to conclude unit costs from a relhp-function. However I know the relhp-function for many cases.
4 \n 4 \n
5 @GoogleFrog indeed my equation does not simply yield ideal unit costs for such a complicated game as ZK. There are three ways to use it for ZK, though: Firstly the relhp-function can be calculated by running the game itself. Secondly the equation can be solved for simplified cases and those insights used for manual balancing. Thirdly if the afore mentioned things are not done you can use the equation for yourself to determine op units and exploit them. Apart from that, it's just interesting to see. 5 @GoogleFrog indeed my equation does not simply yield ideal unit costs for such a complicated game as ZK. There are three ways to use it for ZK, though: Firstly the relhp-function can be calculated by running the game itself. Secondly the equation can be solved for simplified cases and those insights used for manual balancing. Thirdly if the afore mentioned things are not done you can use the equation for yourself to determine op units and exploit them. Apart from that, it's just interesting to see.
6 \n 6 \n
7 [quote]Where is the "general integral equation"?[/quote]I expected this question. Actually I wanted to keep things simple, but well: 7 [quote]Where is the "general integral equation"?[/quote]I expected this question. Actually I wanted to keep things simple, but well:
8 \n 8 \n
9 [img]https://dl. dropboxusercontent. com/s/siclm3stj9m2dk3/INTEGRAL%20EQUATION3. png[/img][img]https://dl. dropboxusercontent. com/s/l87vqopxex57nb8/INTEGRAL%20EQUATION2-2. png[/img] 9 [img]https://dl. dropboxusercontent. com/s/k9f8rxcwb8450r7/INTEGRAL%20EQUATION3. png[/img][img]https://dl. dropboxusercontent. com/s/08jmytha8dhcw07/INTEGRAL%20EQUATION2-2. png[/img]