Forged Alliance Forever Forged Alliance Forever Forums 2012-01-30T18:04:50+02:00 /feed.php?f=11&t=491 2012-01-30T18:04:50+02:00 2012-01-30T18:04:50+02:00 /viewtopic.php?t=491&p=5592#p5592 <![CDATA[Re: Attack vs defense in team games]]> Is this a team v team game or a 1v1 game? Chances are you can't balance for both without having scaling unit costs.
Even the most finely balance games (e.g. Starcraft) are balanced for 1v1. Playing them at even 2v2 has wickedly overpowered strategies.

Statistics: Posted by Gowerly — 30 Jan 2012, 18:04


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2012-01-28T01:13:50+02:00 2012-01-28T01:13:50+02:00 /viewtopic.php?t=491&p=5533#p5533 <![CDATA[Re: Attack vs defense in team games]]>
It's not just in team games, either. If you spot your opp using gunships you have to build defenses and keep it up until those gunships are down. Sometimes it'd be more effective not to use them but simply keep them in reserve, to force opp to build counters against a threat you're not sending.

Statistics: Posted by perkl — 28 Jan 2012, 01:13


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2012-01-15T12:17:38+02:00 2012-01-15T12:17:38+02:00 /viewtopic.php?t=491&p=5076#p5076 <![CDATA[Re: Attack vs defense in team games]]> Statistics: Posted by noobymcnoobcake — 15 Jan 2012, 12:17


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2012-01-14T16:50:41+02:00 2012-01-14T16:50:41+02:00 /viewtopic.php?t=491&p=5051#p5051 <![CDATA[Re: Attack vs defense in team games]]>
Anaryl wrote:
This is an essential point to consider in making balance determinations.


Is it?

By applying this logic reductio ad absurdum one could thus argue that a Striker poses say three times it's threat given that it can attack 3 players rather than one and thus it's cost should be increased thricefold. Trying to balance for team games impossible.


Not true. The striker is not a strategic weapon: It is very slow and limited by terrain in where it can attack. Further, even a large group of strikers don't pose a significant threat to ACUs or bases. The rules I stated only apply to strategic weapons.


This is misleading, whilst say 3k M may be required to defend against 1.2K M in Mercies, this cost would divided by 5. Also this disregarding that the opposing players could retaliate symmetrically.

I must I disgaree because this logic could negatively impact 1v1 games, where equilibrium is the most important.


Again, it requires a balance between team games and 1v1s.

Statistics: Posted by FunkOff — 14 Jan 2012, 16:50


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2012-01-14T15:03:02+02:00 2012-01-14T15:03:02+02:00 /viewtopic.php?t=491&p=5036#p5036 <![CDATA[Re: Attack vs defense in team games]]>
As it stands, teamgames are *always* unbalanced. There are simply too few players with too widely varying skill levels. And we're not even taking into account such factors as how well that player is playing that day, how good they are at that position on that map, what prior experience they have on said map, so on, so forth...

Using a nuke as an example - there are so many cost-effective ways to counter a nuke that it would necessarily require that the person building said nuke has a nontrivial advantage to start with. Assuming all players were playing at an extremely high level and making few mistakes, nukes would likely see little to no use as they are so easily scouted/countered/killed before they are finished, aside from extreme eco/turtle maps such as thermo.

Statistics: Posted by uberge3k — 14 Jan 2012, 15:03


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2012-01-14T14:48:32+02:00 2012-01-14T14:48:32+02:00 /viewtopic.php?t=491&p=5035#p5035 <![CDATA[Re: Attack vs defense in team games]]> Statistics: Posted by ToejamS — 14 Jan 2012, 14:48


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2011-12-31T01:09:22+02:00 2011-12-31T01:09:22+02:00 /viewtopic.php?t=491&p=4526#p4526 <![CDATA[Re: Attack vs defense in team games]]>
Armmagedon wrote:
funk you can apply the same logic with gunships and all air units, for this i dont want gunships with that amount of hp/mass proper of a land unit


This is true. The counter-balance to most air units, however, is that they do not scale well: All air units are short-ranged (no siege air units) and they clump together, making them vulnerable to flak.

Statistics: Posted by FunkOff — 31 Dec 2011, 01:09


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2011-12-31T00:51:10+02:00 2011-12-31T00:51:10+02:00 /viewtopic.php?t=491&p=4524#p4524 <![CDATA[Re: Attack vs defense in team games]]> Statistics: Posted by Armmagedon — 31 Dec 2011, 00:51


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2011-12-30T03:31:13+02:00 2011-12-30T03:31:13+02:00 /viewtopic.php?t=491&p=4461#p4461 <![CDATA[Re: Attack vs defense in team games]]>
noobyfunk :P

Statistics: Posted by Raging_Squirrel — 30 Dec 2011, 03:31


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2011-12-30T03:27:34+02:00 2011-12-30T03:27:34+02:00 /viewtopic.php?t=491&p=4459#p4459 <![CDATA[Attack vs defense in team games]]>
Essentially, an attack by one player can threaten many.

The best example of this is nukes. Every player generally has their own base, and nukes threaten bases. For a team of, say, five people to successfully defend against a nuke, all five need a an anti-nuke. Anti-nukes are half the cost, but because so many of them are needed to defend against a single attacker, it's actually not very cost efficient to defend via nukes, as you would need 250% of the attacker's inputted resources to successfully prevent a strike by the attacker's nuke.

The same applies to other strategic weapons, such as Tech 3 and Experimental Artillery. Although a single base can be protected from a mavor by less than a mavor's mass in shields, five bases cannot.

Although one ACU can be mass-efficiently defended from mercies by UEF Tech 2 shields (600 mass in shields stops 1200 mass in mercies), five ACUs would require 3000 mass in shields to defend against 1200 mass in mercies.

This is an essential point to consider in making balance determinations.

Statistics: Posted by FunkOff — 30 Dec 2011, 03:27


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