Hail Wanderers!
This week mostly focused on refining the balance changes to the game and various other design decisions. The balance update was what I was most focused on though, and it will be the subject of tonight's post.
Right now the economy details for each tower look like this:
Tower Name |
Cost to build |
Cost to produce |
Chromium Produced |
Command Center |
Null |
Null |
4Cr |
Uranium Tower |
3Cr |
Null |
Null |
Chromium Tower |
3Cr |
Null |
1Cr |
Shell Tower |
5Cr 2Ur |
4Ur |
Null |
Nuke Silo |
7Cr 3Ur |
3Cr 2Ur |
Null |
Uranium Produced |
Overcharge Produced |
Cost to overcharge |
3Ur |
Null |
Null |
1Ur |
1Ur |
2Ur |
Null |
1Cr |
2Ur |
Null |
Null |
Null |
Null |
Null |
Null |
Cost to upgrade |
Upgraded Cr |
Upgraded Ur |
Null |
Null |
Null |
2Cr 3Ur |
Null |
1Ur |
3Cr 3 Ur |
1Cr |
Null |
5Cr 3Ur |
Null |
Null |
5Cr 4 Ur |
Null |
Null |
The cost for all the towers is a little on the high side considering how much each tower produces and, more of an area of concern for me, there are many actions (specifically upgrading towers) that require combinations of resources. The former makes the game slower and the latter makes it more complex to manage, neither of which we want for the game. My earlier balance idea went like this:
Tower Name |
Cost to build |
Cost to produce |
Chromium Produced |
Command Center |
Null |
Null |
3Cr |
Uranium Tower |
2Cr |
Null |
Null |
Chromium Tower |
2Cr |
Null |
1Cr |
Shell Tower |
6Cr |
2Cr |
Null |
Nuke Silo |
4Cr 2Ur |
2Ur |
Null |
Uranium Produced |
Overcharge Produced |
Cost to overcharge |
2Ur |
Null |
Null |
1Ur |
1Ur |
2Ur |
Null |
1Cr |
2Ur |
Null |
Null |
Null |
Null |
Null |
Null |
Cost to upgrade |
Upgraded Cr |
Upgraded Ur |
Null |
Null |
Null |
1Cr 1Ur |
Null |
1Ur |
1Cr 1Ur |
1Cr |
Null |
3Cr 1Ur |
Null |
Null |
3Cr 1Ur |
Null |
Null |
I shifted the values to be lower across the board, which helped with both problems, but there was still the lingering issue of complexity. I want the players to be able to easily assess what type of resource tower they need, especially when the towers get the active abilities, and focus more on placement and other strategic considerations over number crunching resource values. Especially with the fast pace and the time limit on each turn, time spent managing the economy is irritatingly spent time that would be better used in trying to blow the other player's planet up. With this in mind, I moved to my most recent set of balance changes:
Tower Name |
Cost to build |
Cost to produce |
Chromium Produced |
Command Center |
Null |
Null |
3Cr |
Uranium Tower |
2Cr |
Null |
Null |
Chromium Tower |
2Cr |
Null |
1Cr |
Shell Tower |
6Cr |
2Cr |
Null |
Nuke Silo |
6Cr |
3Ur |
Null |
Uranium Produced |
Overcharge Produced |
Cost to overcharge |
2Ur |
Null |
Null |
1Ur |
1Ur |
2Ur |
Null |
1Cr |
2Ur |
Null |
Null |
Null |
Null |
Null |
Null |
Cost to upgrade |
Upgraded Cr |
Upgraded Ur |
Null |
Null |
Null |
2Cr |
Null |
1Ur |
2Cr |
1Cr |
Null |
4Cr |
Null |
Null |
4Cr |
Null |
Null |
Here all the resource costs are reduced, as with the other revision, but they are also streamlined to only require one type of resource for each action. Building and upgrading costs chromium, and deploying and overcharging costs uranium. This makes it very simple for the player to know what they want to do as part of their overall strategy. We tested this version of the balance changes during a team meeting this week and it was very well received. It made the game much faster and simpler to get into the thick of things, and it also allowed the players to focus more on their overall strategy rather than worrying about what combination of resources they needed. There are still some concerns that need to be addressed, upgrading shields may end up costing uranium for one and the active abilities need to be assigned costs in some cases, but on the whole this balance version felt much better and, provided nobody breaks it in testing this week, should see only slight changes from here on out.
Until next time,
Guardian Soul
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