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RTS balencing

Level 12
Joined
Jul 11, 2007
Messages
642
RTS Balancing by: Supermj

This tutorial will teach you how to do pricing for custom units to make all unit balanced. Rather than just setting a price ad hoping it's balanced, this will tell you how to price it. Let's get started.

The first thing you need to do set your variables. The first thing you will need to do is set a damage variable, d. You will need to know the damage done by a unit and the speed in between attacks. If your unit always does one number of damage, the formula should be:

picture1zc8.png


Example:
You're unit could do 12 damage with a 2 second cooldown:
picture2or4.png

So... in that case: d=6

Now let's say that your unit does a random number between two number's. You would use this formula:

picture1xh7.png

Example:
Your unit could do 8-12 damage with a 1.5 second cooldown:
picture2wi7.png

d=72​

Let's move on to the next formula. It's much simpler:

picture5rp6.png


Let's keep the last d we used (3; the old one) and solve it if the unit's movement speed is equal too 185:
picture6oz4.png

so s=61.6666666666...
which we round to
s=62​

The next two formula's are:

picture7eg7.png


and

picture8ul3.png

-note: The one above is only existent if missile homing is off, and projectile type is missile (splash)
Try to make splash no greater than min damage of 180​

Those two are pretty self explanatory. Now let's combine all of these:

picture9ak8.png


That should give you how to do one price.
picture10mz2.png

You can do something like that to get a second one. (x=whatever you want!!)
This system should make all units balanced.

Now I shall use this to show an alternate pricing for a footman!

d=113
s=2
r=6
p=0

[
picture3sv7.png


So it could cost 8 and be balanced. If that is too low, you could do something like:
picture12jo5.png

which would still be balanced.​


Formula review:

picture1xh7.png

picture5rp6.png

picture7eg7.png

picture8ul3.png

-note: The one above is only existent if missile homing is off, and projectile type is missile (splash)
picture9ak8.png


-supermj
 
Last edited:
Level 40
Joined
Dec 14, 2005
Messages
10,532
It's ok in some regards, but the formulae don't cover many things - attack/armour types, armour, potential upgrades, the fact that move speed matters much more on ranged units than on melee for some things and vice-versa for others, flying units, food cost, the fact that some resources may be less accessible than others, etc, etc.
 
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