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- Jul 11, 2007
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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:
Now let's say that your unit does a random number between two number's. You would use this formula:
Let's move on to the next formula. It's much simpler:
The next two formula's are:
and
-note: The one above is only existent if missile homing is off, and projectile type is missile (splash)
Those two are pretty self explanatory. Now let's combine all of these:
That should give you how to do one price.
You can do something like that to get a second one. (x=whatever you want!!)
This system should make all units balanced.
Formula review:
-note: The one above is only existent if missile homing is off, and projectile type is missile (splash)
-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:
Example:
You're unit could do 12 damage with a 2 second cooldown:
So... in that case: d=6
You're unit could do 12 damage with a 2 second cooldown:
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:
Example:
Your unit could do 8-12 damage with a 1.5 second cooldown:
d=72
Your unit could do 8-12 damage with a 1.5 second cooldown:
d=72
Let's move on to the next formula. It's much simpler:
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:
so s=61.6666666666...
which we round to
s=62
so s=61.6666666666...
which we round to
s=62
The next two formula's are:
and
-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:
That should give you how to do one price.
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
[
So it could cost 8 and be balanced. If that is too low, you could do something like:
which would still be balanced.
d=113
s=2
r=6
p=0
[
So it could cost 8 and be balanced. If that is too low, you could do something like:
which would still be balanced.
Formula review:
-note: The one above is only existent if missile homing is off, and projectile type is missile (splash)
-supermj
Last edited: