Scaling the economy: the missing currency
Posted by KGJV, Apr 20 2011, 03:56 AM
One particular difficulty of balancing Allegiance cores is tuning the balance with the number of players.
There is no scaling system 'per se' atm so there are a lot of issues due to team sizes. For instance, cap ships are usually overpowered with small teams but often very weak with large teams. on the contrary, the more people playing, the more tp2, sbs and galvs are better.
Tentatives to 'scale' things have been made mainly by tweaking the price of some ships and/or some special equipments.
The fundamental issue is that the economy doesn't scale at all. Whether you're playing a 1 vs 1 or a 100 100 , the economy behaves the same.
Miners are the same, yield the same amount of money per time and things you can buy cost the same price. Even the 'payday' is the same.
And that's normal because this is the RTS aspect of the game and you want it to be predictable. If for instance, the prices were scaled to the number of players that would be a nightmare for commanders , making difficult to plan ahead investments.
So 1vs1 or 100vs100, you still want you miners to yield the same cash and your "PW damage 2" to cost the same.
So how can we scale things then?
Well 1st, what needs scaling actually ? Mainly it's the ships and parts that cost money.
So a 'simple' solution would be to introduce a secondary currency, one that scales with the number of players. And then core devs would set for each object in the game which currency it uses (eventually even both).
This is much like traditionnal RTS games where you have often more than one currency (they are called resources usually), like food, wood and gold for instance.
In Alleg there is only 1 resource, the dollar (although there is He3, it's not used directly and it's always converted to $ so it's basically the same resource).
What is missing is a 2nd resource, one that is very tied to the total number of players.
That 2nd resource should be independant of the 1st one. It could be earned directly by the players either automatically like a payday or thru their action (kills, scouting, salvaging stuff?). It could and should be managed by someone other than the commander so that he won't be annoyed by 'buy requests' anymore.
(1st draft. TBC)
Comments
pkk, Apr 22 2011, 03:12 PM
HSharp, Apr 23 2011, 07:32 PM
Maybe just not scale ammo to simplify it after giving it some more thought, should level out the playing field but will make soloing anything in a big game impossible but that rarely happens in big games anyway.
HSharp, Apr 30 2011, 07:39 AM
Still this new currency sounds interesting, 6x1 can't come quick enough.
Evan, May 10 2011, 04:22 AM
You could then balance cores based on those sizes. Making cap ships weaker in 2-8 and 3-10, normal econ in 5-15 and 8-20 games, and small differences in 15-30.
The current system kinda forces there to be only 1 game going at a time, and can drastically change gameplay and balance at random. Making these game size segments as stable targets would allow core developers to more easily balance factions, tech, and econ, and get rid of some of the problems with growing the player base (2-3 games going would be healthier than 1 game for getting more players, though it is a chicken and the egg issue).
pkk, May 10 2011, 02:50 PM
That feature is suggested to get reintroduced with release of R6:
http://trac.alleg.net/ticket/184
Cyre, Jun 30 2011, 10:19 PM
1)globally constant team sizes (sg's and events for example)
2)locally constant team sizes (ie, relevant to scaled life expectancy of a capship over time)
3)globally variable team sizes (ie, most regular games)
i understand you could think with all this things in mind... but at a progressively increasing complexity. In essence, which type(s) of games do you aim to balance, under which premises?
I was thinking of an alternate solution where HP is dynamically scaled by player numbers which makes it easier for commanders in terms of research but requiring much more teamwork as a game size of 100 would mean miners wouldn't be able to be soloed, or at least take a lot longer to kill then a miner of game size of 10. However to make it not to hard for players then dynamically scale ammo as well so in theory one ship would still be able to kill the same thing whatever the game size, it just affects how long it takes to kill it.