Since I published my map, I have discovered balancing process is quite slow and time-consuming, and even more with the current popularity system where you won't receive much feedback from other players. As an engineering student, I always tend to automate all this tedious processes, and I think this would be a good idea to someway automate this one.
As some of you know, my map, CoreFight, is a tug of war map, and it involves quite a big amount of units. I'm planing to save statistics about the performance of each unit in every match through banks. Every new game I will calculate the average values from the statistics of each player, in a similar way to how global rankings are being implemented by some comunity users. This way I would be able to modify the cost of the buildings at the begining of the game based on these statistics.
What do you think about this balancing system? Have you tried something similar? How do you do to balance your maps?
I tried using some formulas, but they didn't work. The problem is that in my map, units aren't fighting eachother in a 1v1 battle. Instead there is a group of units which is fighting against another group of units. Because of this reason, range takes much more importance than in a 1v1 battle. Units with a higher range will usually have lots of units tanking them. So it's pretty difficult to measure it. On the other hand, every unit having its own abilities makes formulas useless.
The clasic way to balance this kind of map is to play it many times and implement little balancing patches as you get feedback from other people. But...
Since I published my map, I have discovered balancing process is quite slow and time-consuming, and even more with the current popularity system where you won't receive much feedback from other players. As an engineering student, I always tend to automate all this tedious processes, and I think this would be a good idea to someway automate this one.
As some of you know, my map, CoreFight, is a tug of war map, and it involves quite a big amount of units. I'm planing to save statistics about the performance of each unit in every match through banks. Every new game I will calculate the average values from the statistics of each player, in a similar way to how global rankings are being implemented by some comunity users. This way I would be able to modify the cost of the buildings at the begining of the game based on these statistics.
What do you think about this balancing system? Have you tried something similar? How do you do to balance your maps?
I've thought about a similar system. but it was too much.
i let units fight each other. I've got a spreadsheet with health, dmg and cost
I tried to make a spreadsheet aswell, but it gets too complicated when you involve range and every unit has its own abilities. :(
I believe there are forumlas for balancing stuff in games. Saw someone mention it in one of the forum threads.
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
I tried using some formulas, but they didn't work. The problem is that in my map, units aren't fighting eachother in a 1v1 battle. Instead there is a group of units which is fighting against another group of units. Because of this reason, range takes much more importance than in a 1v1 battle. Units with a higher range will usually have lots of units tanking them. So it's pretty difficult to measure it. On the other hand, every unit having its own abilities makes formulas useless.
The clasic way to balance this kind of map is to play it many times and implement little balancing patches as you get feedback from other people. But...