Stabilis -> RE: =ED= Balance Discussion Thread (4/26/2012 16:24:45)
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▼▼▼▼ ENERGY: ▲▲▲▲ In my own opinion, I think that each class should be balanced when it comes to energy. What and how? To begin, a principle rule of balance is to weigh each side... for the case of energy, skills that create energy and skills that destroy energy. Before that, even, why should we care about energy and energy skills??? Well, each and every player has skills, thus skill points. Some skills cost energy and some do not. For the skills that do, balance must be taken care of for both the delivery and receiving ends... otherwise... you risk harming the balanced nature of all skills in general if one option ends up obliterating a player's energy source or maximizing their own. To balance energy input and output, we must first observe the skills involving energy gain and depletion in each class. Bounty Hunter: EMP Grenade Tech Mage: Reroute, Assimilation Mercenary: Atom Smasher Cyber Hunter: Static Charge, EMP Grenade Blood Mage: NONE Tactical Mercenary: Reroute, Atom Smasher I can already see imbalances of energy control, can you? Not only does 1 of the 6 classes have NO means of energy control, but 3 of the 6 have both forms... therefor I should investigate the power balances between them... that is the next step. Reroute + Assimilation: We shall simulate that the average amount of damage per turn is 13 (minimal damage @ critical strike). Reroute at maximum power would therefor account for 4 energy each turn. Assimilation at maximum power would account for 18 energy every 4 turns, therefor 4.5 energy each turn. In total, this theoretical combo of energy exchange is 8.5 energy per turn. Static Charge + EMP Grenade: We shall simulate that the average amount of Strength and Technology is proportionally 50 for both. And weapons are +34 damage. Static Charge at maximum power would therefor account for 14 energy every 3 turns, therefor 4.66 energy each turn. EMP Grenade at maximum power would account for 39 energy every 3 turns, therefor 13 energy each turn. In total, this theoretical combo of energy exchange is 17.66 energy per turn. Reroute + Atom Smasher: Simulating that the average amount of damage is 13 and that weapons are +34 damage and Strength is 50... Reroute at maximum power would therefor account for 4 energy each turn. Atom Smasher at maximum power would account for 35 energy every 3 turns, therefor 11.66 energy each turn. In total, this theoretical combo of energy exchange is 15.66 energy per turn. EMP Grenade: 13 energy per turn. Atom Smasher: 11.66 energy per turn. Recap--- TM: 8.5 energy/turn BH: 13 energy/turn M: 11.66 energy/turn BM: N/A CH: 17.66 energy/turn TacM: 15.66 energy/turn So with this simulation of numbers, each class has a different value of energy being renewed or demolished. This will clearly create a power imbalance when considering skills... who will use the most skills and who the least? Blood Mages are in the frying pan for lacking any moves of this sort. They will not overcome any other player in an energy duel... EVER, unless staff acts swift, and correctly. If any of my data examples are way out of range please inform me and I will change them right away. In real battles though, these numbers should be EQUAL between all classes. The determining factor of differences is how these skills are used and how they work. Thanks for reading.
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