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Staredit Network -> UMS Assistance -> Attack, armor, hit points...
Report, edit, etc...Posted by AngeL) on 2006-04-13 at 08:53:36
i have created a madness map, that i will post soon on SEN, but i have a problem:
i have no idea to how much attack i must give to an unit, or how much armor...
can you help me?

Thanks
Report, edit, etc...Posted by uberfoop on 2006-04-13 at 09:40:26
well, it depends. you need to take a load of things into consideration. the dmg formula:

(attack damage-armour)*dmg type=dmg the unit takes

so, if a rine does 5 damage, and a tank has 1 armour, the rine will do 4 dmg to the tank. but a ghost with 5 dmg would do less to the tank because of dmg type.

zerglings should usualy get less damage then other units because of their rediculous attack speed. same with rines that have stimpacks. splash dmg units like archons should also have low dmg.
Report, edit, etc...Posted by AngeL) on 2006-04-13 at 09:54:40
in this madness there are:
//--------------------------------------------------------//
Solid Snake (Firebat-->Ghost-->BattleCruiser)
Otacon (Tassadar-->Archon-->Wraith)
Meryl (Ling-->Sarah Kerrigan-->Scout)

VS

Liquid Snake (Zealot-->Goliath-->Mutalisk)
Vulture Raven (Tank-->Marine-->Carrier)
Ocelot (Vulture-->Hydralisk-->Arbiter)
//--------------------------------------------------------//
Each one has 2 evolutions, so each player can have 3 unit types.
The base unit is G-G, The first evolution is G-AG and the second evolution is A-AG

So i need that the first evolutions units have the same final attack, but are powerful than the base units and less powerful than the second evolutions...

now i think that you are more confused than before happy.gif
Report, edit, etc...Posted by Jello-Jigglers on 2006-04-13 at 10:11:56
No offense, but team 2 would own team 1 every time due to final evolutions.

Arbiter/mutalisk/carrier vs battlecruiser/scout/wraith?

Way unbalanced unless you plan on raising team 1's final evolutions attack and armor to a great extent. If you want it to be balanced, you should let players choose their evolution type(magic/power/attackspeed/movementspeed) Also, you could make it so that whatever evolution type you chose effects your next and final choice(so if there are choices ABC&D, and you choose A. Then the next set of choices would be FGH instead of EFGH.

Another possible event brought to light is upgrades. Are you allowing upgrades or not? If so, the kills should give money(maybe a mini game or two that give money) and the interval between each upgrade should be massive so as to prevent one person totally owning on upgrades(also you could limit upgrades to five or whatever you want).

Finally, the armor/attack/hitpoints situation. If you want them truly balanced and don't want to do tons of math, Just set them to what you think would be balanced, and test it out. Then edit(raise or lower) anything outstanding.

After you refine your stats, you should be able to take 100 x against 100 y, and there should only be few warriors left for one side(this will happen if there are ranged against melee or splash against no splash...)

I hope i helped biggrin.gif . Good luck with the map.
Report, edit, etc...Posted by AngeL) on 2006-04-13 at 10:52:40
for this i want to know how much attack i must give to the units

ADDITION:
Some informations for base level:

NAME |SIZE|RANGE|UNIT TYPE|COOLDOWN ATTACK TYPE

Zealot | S | 1 |Biological | 22 | - |
Tank | L | 7 | - | 37 |Explosive |
Vulture | M | 5 | - | 30 |Concussive |
————————————————————————————————————
Firebat | S | 2 |Biological | 22 |Concussive+Splash|
Tassadar| S | ? |Biological | ? | - |
Zergling | S | 1 |Biological | 8 | - |
Report, edit, etc...Posted by JaFF on 2006-04-13 at 11:34:33
be cairful with carrier. your units will tend to shoot his interceptors, not him, if you don't give that command manually.
Report, edit, etc...Posted by AngeL) on 2006-04-14 at 03:42:23
please help me its important!! ;_;
Report, edit, etc...Posted by JaFF on 2006-04-14 at 10:14:20
if you want BIG difference between the forms (form 2 is 100 times more powerful than form 1), i would use small numbers, like 50-100 for HP. if you want little difference, make those numbers bigger, so if you do 1 armour upgrade it won't make you GOD.

if you hava form1 HP = 10, you can increase the form2 HP by 10%,20%,30% & so on...

but if you want to increase form2 HP by 12,5% than you should use bigger numbers, like 1000.

if you see no sence in what i wrote, set the first form HP to some amount & make all the rest unit HP ACCORDING to form1, balance it out after.
Report, edit, etc...Posted by AngeL) on 2006-04-14 at 10:20:36
yes but i must count the cooldown, the range, the type of attack and the type of unit... ;_; its too difficult
Report, edit, etc...Posted by Mini Moose 2707 on 2006-04-14 at 10:29:36
Balance is something rather difficult to get on the first try. I don't think I've ever done perfect balance in one try in a map involving more than two units. tongue.gif Try some numbers that seem logical in your head test the map. Readjust your numbers if something is too powerful or too weak. Then repeat this as many times as it takes, and you'll get closer and closer to a balanced map.
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