Balancing idea

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Balancing idea

Postby Bismarx » 06 Apr 2016, 19:56

Hey folks,

noticing that in longer games a lot of units just dont get built any more, primarily because their higher tier pendants are more cost-efficient, i would like to propose a very rough idea on how to counterbalance this.

It is quite simple: Tax high tier units. Make a GC or ML or Chicken cost just a few mass-points per tick. So if you really need to pump out that unit, ok, it will give you an immediate advantage. But building experimentals (e. g.) exclusively as a standing army will come at a cost. You could apply the same logic to e. g. T3 point-defense and the sort. And tax t3-fighters. Currently everybody in huge games only rushes to get stupidly huge numbers of them quickly. Well, you want to do that, then this will permanently cost you. Or use t2-fighers/bombers. :P

It is just an idea, and yes..it might under circumstances put attackers at a disadvantage. However this depends on the tax-regime.

I have no idea if this has already been posted here, or if it is a good idea at all. But maybe we can discuss!

Regards
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Re: Balancing idea

Postby MrSprengmeister » 06 Apr 2016, 20:42

In my opinion this is pointless because the game is already pretty well balanced.

The most cost efficient Units are T1. The least cost efficient are T4.
For example If you invest the same amount of mass into Percivals or Bricks, they will win over any direct fire T4 such as Cickens, Monkeylord and so on.
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Re: Balancing idea

Postby Ithilis_Quo » 06 Apr 2016, 20:58

simply answer: play equilibrium. http://equilibrium.x10host.com/changelog/
higer tech is dominant, but not make lower tech obsolate, you can build lower tech unit even on late game depen on chosed strategy, and not game balance.

MrSprengmeiste have not true, in paper maybe, but in reality, when consider how veterancy and range work then its no way to build lower tech units when have acces to higer tech.
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Re: Balancing idea

Postby Exotic_Retard » 06 Apr 2016, 21:07

Ithilis strikes again from the darkness of balance modding!
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Re: Balancing idea

Postby Ithilis_Quo » 07 Apr 2016, 01:04

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Re: Balancing idea

Postby Exotic_Retard » 07 Apr 2016, 01:17

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Re: Balancing idea

Postby BRNKoINSANITY » 07 Apr 2016, 01:55

Please don't kill forum topics with things like this. Back on topic, thanks!
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Re: Balancing idea

Postby Mad`Mozart » 07 Apr 2016, 05:50

So what is wrong with lower tech units not being built again?
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Re: Balancing idea

Postby MrSprengmeister » 07 Apr 2016, 07:26

Ithilis is not correct either, it depends on stage of the game T1 is better than T2 mass for mass. But if you come to a certain point when you can spam T2 like T1, you will end up loosing, because the unit density is getting a problem in T1. That why sooner or later we stop building T1 and getting to T2. It is the same with T2 to T3. Mass for mass T2 is better. But once we have the density problem we need T3 and so on.
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Re: Balancing idea

Postby Ithilis_Quo » 07 Apr 2016, 09:41

Mad`Mozart wrote:So what is wrong with lower tech units not being built again?


On end of game game with 200units shrink for only 2-3 units, whats are experimental higer level class. Colloseal waste of potencial gameplay strategy.
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