I'm designing new upgrades that have to be at least someway balanced compared to current units and upgrades.
I realized that some sort of base time for minor upgrades is 80 sec, then increasing by 30. 110, 140 and 170 (Stimpack). I found only one exception - Weapon Refit (=Yamato Cannon) which time is 60.
Engineering Bay and Armory weapon level upgrades start from 160 and is increased by 30 for (190) lvl 2 and by 30 again lvl 3 (220)
Any idea why these values are not 90, 120, 150, 180 instead? Only Blizzard knows exact answer tho :)
Those times were specified through experiments and testing, then balancing. I'd suggest that you do the same. There isn't a specific protocol for this kind of thing.
I usually stick to Blizz values. I wish I had more feedback to work on them later, because ideally you set their time so their effects come into play not too early and not too late.
if in doubt do a quantization of everything. Give the upgrade a numberic value that affects how much it shifts the game in the owners favour and them apply some function to it to get a total weighting value and then compare that to the other upgrades. I believe some mathematician in WWI did that in the trenches with whole concepts of warfare.
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I'm designing new upgrades that have to be at least someway balanced compared to current units and upgrades.
I realized that some sort of base time for minor upgrades is 80 sec, then increasing by 30. 110, 140 and 170 (Stimpack). I found only one exception - Weapon Refit (=Yamato Cannon) which time is 60.
Engineering Bay and Armory weapon level upgrades start from 160 and is increased by 30 for (190) lvl 2 and by 30 again lvl 3 (220)
Any idea why these values are not 90, 120, 150, 180 instead? Only Blizzard knows exact answer tho :)
I think that's like asking why marine health is 45 and not 50.
Eiviyn can you please answer me why sky is blue? :D
My point in whole thread was just something like "good" time for new upgrades are 80, 110, 140 and 170.
Those times were specified through experiments and testing, then balancing. I'd suggest that you do the same. There isn't a specific protocol for this kind of thing.
I usually stick to Blizz values. I wish I had more feedback to work on them later, because ideally you set their time so their effects come into play not too early and not too late.
if in doubt do a quantization of everything. Give the upgrade a numberic value that affects how much it shifts the game in the owners favour and them apply some function to it to get a total weighting value and then compare that to the other upgrades. I believe some mathematician in WWI did that in the trenches with whole concepts of warfare.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg