Difference between revisions of "User:CrazyEddie/Draft Commander Framework Proposal"
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This is a framework for a new commander morphing system. The framework provides guidance for balancing commanders at every morph level. The new morphing system structures commander morphs in a way that supports the framework. | This is a framework for a new commander morphing system. The framework provides guidance for balancing commanders at every morph level. The new morphing system structures commander morphs in a way that supports the framework. | ||
− | Design Goals and Constraints | + | == Design Goals and Constraints == |
The Commander should remain an important unit throughout the entire game. As the strength and number of units in the game increases over time, comm morphs can be used to ensure the Commander continues to have an important role. | The Commander should remain an important unit throughout the entire game. As the strength and number of units in the game increases over time, comm morphs can be used to ensure the Commander continues to have an important role. | ||
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The morph system should not allow comm builds that are game-breaking. | The morph system should not allow comm builds that are game-breaking. | ||
+ | |||
+ | == Framework Design == | ||
+ | |||
+ | At any given morph level, a Commander can conceptually be considered to have a ''cost'', a ''unit value'', and an ''economic value''. The cost is the actual cost in metal to morph the comm to that level. The unit value is an approximation of the metal cost of a comparable unit; this is mostly a measure of the comm's combat effectiveness, but can also take into consideration its capabilities as a builder or as a support unit for things like area cloak and shield. The economic value is based on the metal and energy produced by the comm, and is an approximation of the amount of metal that would need to be invested in order to produce an equivalent output through other means, such as investing in gridded power generators. | ||
+ | |||
+ | '''''Framework Balance Rule:''''' For every 100 metal in ''cost'' spent on morphing a Commander, the comm will gain 75 metal worth of ''unit value'' (UV) and 50 metal worth of ''economic value'' (EV). | ||
+ | |||
+ | This rule ensures that morphing a Commander is cost-effective, but only under the right circumstances. If the comm is morphed but remains in the base where its combat capabilities will be largely unused, the player will have spent 100 metal for only 50 EV and would have been better off spending the metal on economic development directly. If the comm is morphed and used as a disposable unit in battle (in an attempt to make cost in kills while expending the unit), the player will have spent 100 metal for only 75 UV and would have been better off spending the metal on units directly. | ||
+ | |||
+ | With this rule, morphing a Commander is cost-effective only when the player makes use of the morphed comm's unit capabilities (either offensively in battle or defensively in high-threat locations) AND keeps the comm alive to get the payoff from the morphed comm's increased resource production. If the player can manage to do that, then the morphed comm is very cost-effective, as the player will be getting 125 metal worth of benefit for only 100 metal cost. |
Revision as of 08:26, 23 June 2019
This is a framework for a new commander morphing system. The framework provides guidance for balancing commanders at every morph level. The new morphing system structures commander morphs in a way that supports the framework.
Design Goals and Constraints
The Commander should remain an important unit throughout the entire game. As the strength and number of units in the game increases over time, comm morphs can be used to ensure the Commander continues to have an important role.
The Commander's role should be active, rather than passive. The Commander should be used, rather than merely protected or simply ignored.
Commanders should not be the exclusive focus of the game. A Commander-centric strategy should still include significant numbers of other units that must be managed and used.
Using morphed comms should be a viable strategy. Not using morphed comms should also be a viable strategy.
The outcome of the game should not be decided solely by the death of the Commander.
The morph system should not allow comm builds that are game-breaking.
Framework Design
At any given morph level, a Commander can conceptually be considered to have a cost, a unit value, and an economic value. The cost is the actual cost in metal to morph the comm to that level. The unit value is an approximation of the metal cost of a comparable unit; this is mostly a measure of the comm's combat effectiveness, but can also take into consideration its capabilities as a builder or as a support unit for things like area cloak and shield. The economic value is based on the metal and energy produced by the comm, and is an approximation of the amount of metal that would need to be invested in order to produce an equivalent output through other means, such as investing in gridded power generators.
Framework Balance Rule: For every 100 metal in cost spent on morphing a Commander, the comm will gain 75 metal worth of unit value (UV) and 50 metal worth of economic value (EV).
This rule ensures that morphing a Commander is cost-effective, but only under the right circumstances. If the comm is morphed but remains in the base where its combat capabilities will be largely unused, the player will have spent 100 metal for only 50 EV and would have been better off spending the metal on economic development directly. If the comm is morphed and used as a disposable unit in battle (in an attempt to make cost in kills while expending the unit), the player will have spent 100 metal for only 75 UV and would have been better off spending the metal on units directly.
With this rule, morphing a Commander is cost-effective only when the player makes use of the morphed comm's unit capabilities (either offensively in battle or defensively in high-threat locations) AND keeps the comm alive to get the payoff from the morphed comm's increased resource production. If the player can manage to do that, then the morphed comm is very cost-effective, as the player will be getting 125 metal worth of benefit for only 100 metal cost.