#1 Members - Reputation: 451
Posted 17 July 2012 - 01:14 PM
One of the elements of variety I'm toying with is giving each side a "win" and a "loss" condition all their own, in addition to the normal "If you wipe out your enemy you win" scenario. For instance, an Orc side might need to rack up a certain enemy body/damage count, or a traditional human empire side might need to obtain control over a certain percentage of the map.
The "Loss" condition is trickier, in that you win by forcing the enemy loss and that condition changes depending on who your opponent is. You might win against an Elven side by cutting down a lot of forest, for instance. I think it has the potential for some pretty interesting strategic choices.
Main Concerns:
-Makes balance harder by altering the dynamics of every race pairing
-May be difficult to think of fun Win/Loss conditions for each race
-Win/Loss condition may be affected by map
Thoughts? Has anyone heard of/played a game where this sort of thing is done? I haven't, but would love to see if it has been tried before and how successfully.
#2 Members - Reputation: 196
Posted 17 July 2012 - 02:58 PM
I would say try and avoid 'kill the leader'-style goals though. In addition to making it suddenly much easier, it just doesn't always make sense. It'll work in fights against groups with a more pack-like mentality, sure, but even then you'll still get a few guys who go berserk kamikaze instead of surrendering peacefully. In fact, that holds for many of the objectives. Try and make sense of the surrender as far as any sense of story goes; the effect on gameplay should come from that.
#3 Members - Reputation: 102
Posted 18 July 2012 - 02:08 AM
I guess the fun comes from the uncertainty. The strongest might not be winning, players can bluff what they are trying to achieve. It creates situations where suddenly a conflict with your arch rival becomes meaningless if another player is about to complete their objective.
#4 Members - Reputation: 4606
Posted 18 July 2012 - 03:12 AM
In a competive RTS game I would try to make the game as interesting as possible without introducing differences in army design, there's really nothing more frustrating than to loose a game where you don't have a chance at all. I.e. fire mages(human army) could burn down the forest against an elven army quite fast, winning this game without any challenge. Balancing this additional to the burden of balancing all the units will give you a very hard time.
My game: Gnoblins
Developer journal about Gnoblins
Small goodies: Simple alpha transparency in deferred shader
#5 Members - Reputation: 139
Posted 18 July 2012 - 05:34 AM
#6 Members - Reputation: 889
Posted 18 July 2012 - 06:28 AM
Fun comes from the game being more or less balanced and more or less fair (multiplayer games). If you make is so one side is noticeably easier the game won't be fun anymore (in multiplayer).I don't really mean this game to ever become a mainstay of competitive tournaments. Just fun to play.
#7 Members - Reputation: 139
Posted 18 July 2012 - 06:58 AM
#8 Members - Reputation: 451
Posted 18 July 2012 - 09:43 AM
Was playing Risk a while ago with my mates, cause we're that cool. At the start of the game you get given a random objective card that no one else can see.
Ah, I remember playing that version once before.
I guess the fun comes from the uncertainty. The strongest might not be winning, players can bluff what they are trying to achieve. It creates situations where suddenly a conflict with your arch rival becomes meaningless if another player is about to complete their objective.
That sort of "fooling the opponent into thinking you're chasing a strategy that you really aren't" is defnitely fun. It would complement the strategic focus of play nicely, as well, but it is harder to pull off without multiple opponents. I have to put more thought into how the win conditions might be tracked and whether or not your opponent would be told of your progress.
Inblancing in a RTS game is hell and different army design is the gate to it.
In a competive RTS game I would try to make the game as interesting as possible without introducing differences in army design, there's really nothing more frustrating than to loose a game where you don't have a chance at all.
I agree entirely. One of my focuses will be on making sure that sort of gross imbalance is expunged. There may be match-ups in which a certain army has a bit of a natural upper hand, but so long as there is always a way to win (and always a way to fight back) I would still find it fun. I liken it to playing Italy in Diplomacy. The odds are against you, but that would make victory all the sweeter.
Thanks for the thoughts, folks. Like I said, i know that balance in this game will be a nightmare. I'm okay with it. If I hit my design goals, losing will be almost as much fun as winning.






