Posted August 02, 2019
DaemonVirus: The reason Starcraft works is because the gameplay as a whole is not based around how effectively one uses their total number of TURNS, but rather how effectively one uses the total amount of TIME they have available to them. A player who is able to multi-task better than another player is more likely to win a game of Starcraft whereas that skill has much less value in Age of Wonders.
Is it possible to balance Age of Wonders while making each and every race completely different from one another? Maybe... but not in the same way as can be done with a real-time strategy game. Because of Age of Wonders being turn-based you have to keep things quite equal otherwise thing would get unbalanced quite quickly. In real-time you can balance a stronger unit by having it be slower allowing counter-play by just avoiding it. In a turn-based system, you cannot just avoid this slower unit because you'll run out of income-generating locations way before you manage to catch the enemy leader / kill their last living unit.
I think probably the most important thing to note in this case is that true balance between different races cannot be researched, maintained, and achieved because a huge part of the game revolves around the use of multiple races rather than your single starting race. If we had a way to lock everyone into using only their single race then we'd have something more we could look at I think.
I don't see how time pressure / APM pressure obviates Starcraft being a good example of asymmetrical balance. Aren't they largely unrelated issues? The actual numbers of the game still matter a lot. Starcraft is the game people throw around as a byword for asymmetrical balance, and quite rightly. Is it possible to balance Age of Wonders while making each and every race completely different from one another? Maybe... but not in the same way as can be done with a real-time strategy game. Because of Age of Wonders being turn-based you have to keep things quite equal otherwise thing would get unbalanced quite quickly. In real-time you can balance a stronger unit by having it be slower allowing counter-play by just avoiding it. In a turn-based system, you cannot just avoid this slower unit because you'll run out of income-generating locations way before you manage to catch the enemy leader / kill their last living unit.
I think probably the most important thing to note in this case is that true balance between different races cannot be researched, maintained, and achieved because a huge part of the game revolves around the use of multiple races rather than your single starting race. If we had a way to lock everyone into using only their single race then we'd have something more we could look at I think.
I really disagree about your example of stronger units being balanced by slowness in RTS, but not in AoW. Movespeed is very strong in AoW and you totally could balance around it. A slow, strong army totally could be danced around on a reasonably large, reasonably open map. Maybe I can buff the t4s that're blocked by walls because of this....
People having access to many races in any given game makes researching race balance harder, but it makes it a lot easier to reach a tolerable level of race balance. And actually, I don't think racial balance is bad as it stands already, because every single race has at least one or two units that are top-tier.
It's actually not hard at all to make the races reasonably balanced when you can have them do radically different things in the higher tier units. It's if you were trying to make them all do the same thing with a slight twist that any disparities would be obnoxious. If the differences are embraced, then it's okay to have each race be inferior in some regards, because they're stronger in others, and each has its day in the sun.
My problems with TS136 balance are
1.) The many t3s which are excessively weak, and some t1s like the scorpions
2.) Swordsmen vs. Archers
3.) A small number of OP units like the elephant which should get a slap on the wrist
4.) Spellcasting not being a viable levelup option compared to +4DEF, and magic generally being too expensive.
5.) Fire magic is horribly weak.
So basically, I want unit choice to be improved instead of defaulting mindlessly to the good units and ignoring the bad ones, and for magic to play a bigger role instead of heroes being only about calculating how many arrow volleys you can survive while killing x number of archers.
Sadly changing Spellcasting levelup cost is impossible as far as I know, no-one has managed it. Need source code and maybe a computer whizz too. My solution is just to put lots of spellcasting V heroes in the maps I will be making (XL 3 level 5 player map nearly completed that I've been working on last 2 months)
Post edited August 02, 2019 by southern