Game Balance (Scaling)
CodeCowboy
Join Date: 2012-09-21 Member: 160235Members
<div class="IPBDescription">A 16 player server is very different than a 24...</div>It has been my experience that the larger population games are a SIGNIFICANTLY different feel and strategy than smaller ones.
Examples:
Khamander MUST go Shift Hive first. Because without building a shift, there are NEVER enough eggs.
The Khammander must then expand very slowly because so much res is being used up on extra eggs.
ANY hallway becomes a killing field with marines in a solid position to hold it in numbers (because there are so many marines to go around)
Any thoughts toward having some auto-balance elements in the game for scaling? ie, eggs spawn at one rate with 8 players and at a 50% higher rate with 12. Maybe something similar for the marines? 50% faster reconstruction?
Lerks become practically useless because any entrance into a room full of 8 marines is begging for death, no matter the amount of dodging that is done, similar for fades.
Other issues? Thoughts?
Examples:
Khamander MUST go Shift Hive first. Because without building a shift, there are NEVER enough eggs.
The Khammander must then expand very slowly because so much res is being used up on extra eggs.
ANY hallway becomes a killing field with marines in a solid position to hold it in numbers (because there are so many marines to go around)
Any thoughts toward having some auto-balance elements in the game for scaling? ie, eggs spawn at one rate with 8 players and at a 50% higher rate with 12. Maybe something similar for the marines? 50% faster reconstruction?
Lerks become practically useless because any entrance into a room full of 8 marines is begging for death, no matter the amount of dodging that is done, similar for fades.
Other issues? Thoughts?
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