Hello,
I had been previously working on a campaign which had a focus on air warfare. Now in this story's setting the dominant type of air units used were mechanical warships (story wise they were powered by magic) Now since this was a multi person project and me &another were in charge of unit balancing we ran into some issues. Primary that we wanted heavy warships but these disbalanced the gameplay - player could build 3 or more of these heavy aircrafts and attack the enemy base and that's it - easy victory.
Just to give you an idea of what type of air units we were working with, we had a 1,750 hit point warship with heavy armor, 9 points of armor a food cost of 10.
At first we gave the unit a strong siege attack, but then we realized this screwed things up in 2 problems; it was extremely effective against enemy bases, but not so much so against air and other units. Then we gave the unit 2 attacks a piercing attack against all things except buildings and a siege attack against buildings, again it wasn't balanced. Eventually after lots of trial and error we gave the unit a strong piercing attack which was used against all air units and a siege attack against all ground units which was akin to the flying machines bomb attack in that it had a low attack range(attack range of 100) but had great siege damage, used the mortar teams projectile art and had a slightly changed burning oil ability that really helped out dealing with ground units. Now this became my real or less balanced because while the airship could still decimate a base it was now a bomber in terms of how it damaged ground units, and archers and other anti air units could now effectively fight it.
I had been wondering if others had come across a similar situation where you had to decide on how to make sure an air unit is effective without being overpowering (I'm talking about heavy air units here) and how the balancing was done.
I had been previously working on a campaign which had a focus on air warfare. Now in this story's setting the dominant type of air units used were mechanical warships (story wise they were powered by magic) Now since this was a multi person project and me &another were in charge of unit balancing we ran into some issues. Primary that we wanted heavy warships but these disbalanced the gameplay - player could build 3 or more of these heavy aircrafts and attack the enemy base and that's it - easy victory.
Just to give you an idea of what type of air units we were working with, we had a 1,750 hit point warship with heavy armor, 9 points of armor a food cost of 10.
At first we gave the unit a strong siege attack, but then we realized this screwed things up in 2 problems; it was extremely effective against enemy bases, but not so much so against air and other units. Then we gave the unit 2 attacks a piercing attack against all things except buildings and a siege attack against buildings, again it wasn't balanced. Eventually after lots of trial and error we gave the unit a strong piercing attack which was used against all air units and a siege attack against all ground units which was akin to the flying machines bomb attack in that it had a low attack range(attack range of 100) but had great siege damage, used the mortar teams projectile art and had a slightly changed burning oil ability that really helped out dealing with ground units. Now this became my real or less balanced because while the airship could still decimate a base it was now a bomber in terms of how it damaged ground units, and archers and other anti air units could now effectively fight it.
I had been wondering if others had come across a similar situation where you had to decide on how to make sure an air unit is effective without being overpowering (I'm talking about heavy air units here) and how the balancing was done.