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 Character balance for FFT style game
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I'm trying to design a rpg/tbs based loosely on FFT and pokemon. The battle system will be similar to FFT, in that the battles will be held on an isometric terrain with different height values, and special terrain such as water.

It will be similar in respects to Pokemon in that any character I challenge the player with, the player will also be able to eventually get as a member of their party.

I want to have characters that can move over specific terrain. EG, a character can swim and/or walk and/or fly. Swimming characters move quick in water, walking characters move quick on land and flying characters ignore terrain. Each individual character will have a max movement for each value, 0 meaning they can't move any distance on that terrain at all (for flying, this means that they can't ignore any terrain, they have to use their move and jump height attribute instead. Either they fly x squares, or they move/jump y squares, depending on their attributes for each).

In addition to that, any character can have ranged and/or melee attacks.

The issue I'm having is that I can't come up with a reason to not only use characters with high "fly". The reason for this is that in any terrain with a kind of cliff, the flying character can simply go to the top of the cliff and attack with range, while the ground character will have to walk around. The ground character can attack at range, but it would be trivial for the flying character to stay out of that range, due to higher mobility. At worst, it's a stale-mate with the flying character simply running away, and at worst the flying character has longer range, and can attack the helpless ground character.

The obvious solution is to not use ground types to kill flying types, but then you have the problem that flying types can be used to beat flying types and ground types (and probably swimming types, since they have the same problem as ground types only on water-based maps). In fact, there seems to be no reason to use anything other then flying types, because you're never disadvantaged while using a flying type, while you are (at least against flying) if you use ground or swimming.

I've thought of restricting flying types to melee attacks, but they can still run nearly forever. If they get access to any healing skill, they can still just hit and run. I don't want to restrict my characters to simply ground vs swimming. Is there any thoughts on how I can balance my flying types so they they're not obviously the best choice vs the other two types?

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Quote:
Original post by Nich
The issue I'm having is that I can't come up with a reason to not only use characters with high "fly". The reason for this is that in any terrain with a kind of cliff, the flying character can simply go to the top of the cliff and attack with range, while the ground character will have to walk around. The ground character can attack at range, but it would be trivial for the flying character to stay out of that range, due to higher mobility. At worst, it's a stale-mate with the flying character simply running away, and at worst the flying character has longer range, and can attack the helpless ground character.

Storms! Weather! Horrendous wind that pop up now and then, unexpectedly!

If you examine the bones of a bird, you will find them to be hollow, to enable them to fly a bit better (makes them lighter). You could adopt this concept into your game - make your flying units much weaker in the HP and armor class department than your sturdier ground units, so much so that they won't be able to afford to land right in the middle of enemy formations to perform attacks - you'd mostly use them like a light cavalry, for reconnaissance, intel, and to harass and route enemies who find themselves alone in the woods.

Additionally, I could imagine wind/storm-based spells pretty popular amongst the mages in such a setting as your game's.

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Wind is an interesting idea. I could apply a random adjustment to where the player actually lands, vs where they wanted to land. This could offset the benefits of flying. It would be no good if it accidentally put you below the cliff instead of on it when trying to flee.

I thought of giving flying units lower HP, but it doesn't help if they can never get hit. I think that in addition, ground units should have fairly powerful melee/ranged attacks, so if they can eventually manage to catch up to a flier, then the flier it basically toast. A random offset might help the ground unit catch a flier.

I was thinking of a fatigue type system as well, where flying takes more energy then walking. If a unit runs out of movement energy, they can't move for a round (to rest). Again, the flier might take a shortcut up the cliff, but they would use up their energy doing it, while the ground unit takes the long way around, but catches up because they didn't use as much energy. This might still result in situations where flying > ground, but it becomes more of a specific map case then a general map case.

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Quote:
Original post by Nich
Wind is an interesting idea. I could apply a random adjustment to where the player actually lands, vs where they wanted to land. This could offset the benefits of flying. It would be no good if it accidentally put you below the cliff instead of on it when trying to flee.

That's a pretty cool idea. Additionally, I was also thinking about how it could shorten or extend your avians' flight movement range, depending on which way the wind was pointing (much similar how ancient armies would use the sun to their advantage - the advantage being it is harder to see an army that has its back against the sun). This which would affect your archers as well, if you dare extend it down here.

Quote:
Original post by Nich
I thought of giving flying units lower HP, but it doesn't help if they can never get hit. I think that in addition, ground units should have fairly powerful melee/ranged attacks, so if they can eventually manage to catch up to a flier, then the flier it basically toast. A random offset might help the ground unit catch a flier.

In addition to more fragile physiques and having their armor meet the weight requirements for flight, you could extend this to their weaponry, so they won't be able to hold heavy weapons in flight such as halberds. Again I use the horse troops comparison - gunpowder-age horseback weapons were much lighter (carabineers and pistoliers) than those of the foot troops due to their requirements for fast mobility. I could imagine spears, lances, dropping stones, and bows (foot bows) be your fliers' mainstay types of anti-ground weapons, while some sort of bludgeoning or slashing used for air-to-air (to shatter those bones or clip those wings), as well spell casting. Heck, you could even limit your spell casting abilities depending on the weather (if your magic is vocal-based).

Quote:
Original post by Nich
I was thinking of a fatigue type system as well, where flying takes more energy then walking. If a unit runs out of movement energy, they can't move for a round (to rest). Again, the flier might take a shortcut up the cliff, but they would use up their energy doing it, while the ground unit takes the long way around, but catches up because they didn't use as much energy. This might still result in situations where flying > ground, but it becomes more of a specific map case then a general map case.

Yeah, I was thinking the same. I'd imagine your fliers would mainly be on the ground, but use their wings or such to transport them from one place to another in each of their movement rounds. Staying in air would be pretty taxing to them. You could have multiple types of fliers, those who are extremely weak but can stay in the air longer, and those who are a bit sturdier but can't stay in the air too long.

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Quote:
Original post by Tangireon
That's a pretty cool idea. Additionally, I was also thinking about how it could shorten or extend your avians' flight movement range, depending on which way the wind was pointing (much similar how ancient armies would use the sun to their advantage - the advantage being it is harder to see an army that has its back against the sun). This which would affect your archers as well, if you dare extend it down here.

Great minds think alike :). I would make the offset directional based, so if they were moving with the wind, they have a chance of moving farther then their range (but might potentially overshoot a target)

Quote:
Original post by Tangireon
In addition to more fragile physiques and having their armor meet the weight requirements for flight, you could extend this to their weaponry, so they won't be able to hold heavy weapons in flight such as halberds. Again I use the horse troops comparison - gunpowder-age horseback weapons were much lighter (carabineers and pistoliers) than those of the foot troops due to their requirements for fast mobility. I could imagine spears, lances, dropping stones, and bows (foot bows) be your fliers' mainstay types of anti-ground weapons, while some sort of bludgeoning or slashing used for air-to-air (to shatter those bones or clip those wings), as well spell casting. Heck, you could even limit your spell casting abilities depending on the weather (if your magic is vocal-based).


Unfortunately, I'm planning on having monsters only, so no armor penalties/weapon penalties can really apply.


Quote:
Original post by Tangireon
Yeah, I was thinking the same. I'd imagine your fliers would mainly be on the ground, but use their wings or such to transport them from one place to another in each of their movement rounds. Staying in air would be pretty taxing to them. You could have multiple types of fliers, those who are extremely weak but can stay in the air longer, and those who are a bit sturdier but can't stay in the air too long.


Exactly. Possibly ground units would take no penalty at all, or very little at least (or use skills that increase penalty and movement for the round). I'm invisioning a mana type system, where it costs say 1 point to make a ground move, and the character gets 5 points per round, and has a movement of 5. So they would never expend more then they earn, Whereas a flying type with a fly of 5 would need to spend 2 points per square, and so would either have to not fly for a couple rounds to build up a reserve, or simply fly less each round (max two squares). The possibilities are characters with high regen but low reserve, characters with high movement range but low regen, etc. Adds lots of variety.

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This is off on a bit of a tangent, but your discussion reminded me of Heroscape, which is a turn-based tactical game with flying units and varying terrain. It's a board game, not a computer game, but it's applicable nonetheless.

The major thing that Heroscape does to balance out flying units is that they tend to be comparatively large. This is important for two reasons: line of sight to a vulnerable section of the target is required to be able to hit it with a ranged target (so a flying unit up on a mountaintop is in a very vulnerable position, even if it can hit many other units), and your units are not allowed to stop in a place that they physically do not fit into. So for example, if you have a ledge with trees on either side, the flying unit's wings might prevent it from finding a balanced position on the ledge, preventing it from landing.

Applying this to a videogame, I'd say the following:

1) Ranged attacks should be sufficiently prevalent that any unit that tries to go for a physically-inaccessible place to snipe enemies is in serious danger of itself being sniped. To keep melee attacks viable, they should be more powerful; you'd rather use melee if possible (for most units), but ranged is an option if you can't reach your target otherwise.

2) Flying units need a flat, clear area to land on, larger than the area occupied by their unit at rest. A falcon might be able to perch on the narrow peak of that mountain, but you can't fit a dragon on the same spot.

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Quote:
Original post by Derakon
This is off on a bit of a tangent, but your discussion reminded me of Heroscape, which is a turn-based tactical game with flying units and varying terrain. It's a board game, not a computer game, but it's applicable nonetheless.

The major thing that Heroscape does to balance out flying units is that they tend to be comparatively large. This is important for two reasons: line of sight to a vulnerable section of the target is required to be able to hit it with a ranged target (so a flying unit up on a mountaintop is in a very vulnerable position, even if it can hit many other units), and your units are not allowed to stop in a place that they physically do not fit into. So for example, if you have a ledge with trees on either side, the flying unit's wings might prevent it from finding a balanced position on the ledge, preventing it from landing.

Applying this to a videogame, I'd say the following:

1) Ranged attacks should be sufficiently prevalent that any unit that tries to go for a physically-inaccessible place to snipe enemies is in serious danger of itself being sniped. To keep melee attacks viable, they should be more powerful; you'd rather use melee if possible (for most units), but ranged is an option if you can't reach your target otherwise.

2) Flying units need a flat, clear area to land on, larger than the area occupied by their unit at rest. A falcon might be able to perch on the narrow peak of that mountain, but you can't fit a dragon on the same spot.


While I don't really see the relation between big and flying (big things are heavy things, and likely shouldn't fly :P), your points about ranged attacks and landing area are something to consider. I think I will likely also implement a (loose) rule that a flier either has low ground movement (a duck) or low water movement (a hawk), or low both, so that in a case where said flier couldn't fly, it would be bested by the ground or water unit of the opposite type. Ground and water units are likely to be pulled out on maps where they have the most benefit, so it's unlikely that flying types would gain any superb advantage against either. On plains, ground dominate, on sea, water dominates, on cliffs, flying dominates.

Terrain like forests could also be useful for ground troops, if flying units couldn't fly when on tree covered terrain, or land on it, but ground unit could move through it. It would depend on the size and density of the trees, of course.



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Quote:
The issue I'm having is that I can't come up with a reason to not only use characters with high "fly". The reason for this is that in any terrain with a kind of cliff, the flying character can simply go to the top of the cliff and attack with range, while the ground character will have to walk around. The ground character can attack at range, but it would be trivial for the flying character to stay out of that range, due to higher mobility. At worst, it's a stale-mate with the flying character simply running away, and at worst the flying character has longer range, and can attack the helpless ground character.


Forgive me if I have misunderstood something but since all characters have ranged attacks, can they not have anti-air or "anti-height" attacks. This would quickly balance your issue of flying units being too overpowered. Balancing from there would be up to you and trial and error.

There is the option of everyone having their own terrain "safe zones" (water based characters safe in the water, etc) but that could imbalance the game unless all maps have terrain safe zones.

As far as maps, it's nearly impossible to balance all maps but if you're trying to get to as much balance as possible while keeping it realistic, anti-air or other "anti" things would be my thoughts towards balance.

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I should have clarified what I meant by "large", which is that their bounding boxes are large, whether that be because of outstretched wings, or long bodies (all of the flying dragons, for example, occupy two adjacent hexes), whatever. The actual mass of the flying units varies wildly, though since this is a high-magic setting, you still have some pretty bulky-looking flyers. What you don't have is compact flyers that can easily hide. Hell, one of the better units in the game is good at least in part because his bionic arm lets him imitate flying (by trivially moving up and down across terrain) without being a big target.

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I don't see anything wrong with ground melee characters unable to attack flying characters. Of course, allow ground ranged characters to attack flying characters, though.

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Quote:
Original post by sirkibble2

Forgive me if I have misunderstood something but since all characters have ranged attacks, can they not have anti-air or "anti-height" attacks. This would quickly balance your issue of flying units being too overpowered. Balancing from there would be up to you and trial and error.

There is the option of everyone having their own terrain "safe zones" (water based characters safe in the water, etc) but that could imbalance the game unless all maps have terrain safe zones.

As far as maps, it's nearly impossible to balance all maps but if you're trying to get to as much balance as possible while keeping it realistic, anti-air or other "anti" things would be my thoughts towards balance.


All characters CAN have ranged attacks, but that's no guarantee that they will. In addition, the flying character could move far enough away from the cliff so that even characters with the longest range couldn't touch them. Picture a man standing at the bottom of a cliff with a bow that a bird just flew up. He might get in some shots, but eventually to hit the bird he'd have to scale the cliff. In that time, the bird could just be moving away.

The solution, I suppose, would be target all style attacks, or slightly inaccurate "bomb this area" type attacks with very long range.

I'm not expecting my maps to be balanced, quite the contrary. I really want water based characters to dominate over water maps, and flying based monsters to dominate cliffs. A lot of the strategy will be building a balanced team that can handle unbalanced situations. What I'm trying to do is keep it so that flying characters aren't a swiss army knife to be used no matter the map. I've gotten some good ideas from this topic to limit the scope of their powers, so thanks :).



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Ah. Gotcha.

It would be sort of up to the player to figure out whether he wants his characters to have ranged attacks or not and how many characters should have them. But I definitely see where you're coming from now.

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At late game, I'm expecting that all players should have at least some way of dealing with flying types, no matter what. Or else they've intentionally taken a handicap and I'm not responsible for their success/failure.

What I'm worried about is early game, around the time when the first (admittedly low level) flying type appears. In pokemon, the equivalent would be a ghost type appearing in the start when you have no attacks to hurt them. You can't catch them (easily), because you need to hurt them to catch them, so you're always forced to flee, even if they can't attack you in return (stalemate). It would be the same pitting low level melee grounds vs low level melee airs, if airs have the same movement as grounds but ignoring terrain.

In my case, that means that either some monster the player has must have a ranged attack before then, or the player must run from any flying encounter, or flying types are weak at low levels. I could see the max movement being scaled by level, so ground types could catch up and it wouldn't be an issue. Once the player has flying types of their own, they can combat them at least until they get decent range.

I don't have to put flying types in the first area, but I DO have to guarantee that the player has some sort of ranged attack by the time they crop up, or that the flight of first level fliers is much less then high level ones. Since the second is easier then the first, I will probably implement it that way. By the time fliers get to a point where they can avoid entering in melee readily, they will have a whole new slew of ranged attacks to avoid, and will never become overpowered.

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