Take the 2-minute tour ×
Game Development Stack Exchange is a question and answer site for professional and independent game developers. It's 100% free, no registration required.

Consider the following situation: you are developing a RTS, with different races opposing each other, with different kinds of abilities (e.g. Starcraft). How should I go about in balancing the damage, speed, cool down times etc. of the respective troops/units? Are there any good resources on that or sort of test-beds?

share|improve this question

1 Answer 1

up vote 6 down vote accepted

Balancing is really an art form, but it comes down to balancing rock vs paper vs scissors, meaning that in-general rock should beat scissors, scissors should beat paper, and paper should beat rock.

How easily rock defeats paper can be dependent upon other advantages and disadvantages of buying a rock, such as how it fares against a paperclip or a tree, how far you can throw rock, and how much it cost you to get that rock.

That being said, balancing in-general is very specific to the game, and there is rarely a place where you can plug in values, and be given a straight answer (such as 'overpowered'). There are some factors that can play a very important role, though. In many games, Damage Per Second (DPS) can provide you with almost everything you need to know about how powerful a unit is.

Using values like DPS, it's possible to create a formula that will give you an idea of how powerful a unit is. For example, a unit's 'effectiveness, could be the value that combines a unit's 'Power', 'Utility', and 'Defense'. However, telling you how to get these values is (as I mentioned before), very specific to the game you are making.

share|improve this answer
3  
Or one step further: Rock-paper-scissors-lizard-Spock –  Byte56 Jul 20 '12 at 21:55

Your Answer

 
discard

By posting your answer, you agree to the privacy policy and terms of service.

Not the answer you're looking for? Browse other questions tagged or ask your own question.