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This is a discussion on Adjusters (change things? in new units) within the Junk Units forums, part of the Create-A-Unit category; This is not a unit, it's a suggestion for the format for new units. I intend to follow it myself. ...
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#1 (permalink) |
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Phi Beta Kappa
Join Date: Mar 2007
Posts: 135
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Adjusters (change things? in new units)
This is not a unit, it's a suggestion for the format for new units. I intend to follow it myself.
With each unit you post, include at least one adjuster. This should be a characteristic such as power or hit points that can be fine-tuned so as to reach every possible unit strength, from terribly weak to extremely strong and everywhere in between. In the Martyr unit I just posted, the adjuster was the HP's. A unit with proper adjusters should never be called inherently too weak or too strong, because it can be adjusted to any desired strength. Problems with adjusters to be avoided: -Granularity. An adjuster that comes in a small number of discrete steps (such as attack range) may not provide enough precision to adjust the strength of the unit. This can be overcome by providing several adjusters. -Sufficient range. If you have a unit with 100% armor, saying the HP's are an adjuster is not enough because the unit is probably too strong even with 1 HP. Ensure that your adjusters can be set at one extreme to make a very weak unit, and at the other extreme to make a very strong unit.
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My personal philosophy towards good unit critiquing: 1. Read the unit. Think about many different situations where it might be used, and compare it to several existing units. 2. If it seems too weak or too strong, say so but always provide what you see as a balancing change that would fix it. 3. Never take your opinions too seriously. The only inherent quality of a unit is whether it's an interesting idea or not. Everything else is just details that can be tweaked to balance. |
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#2 (permalink) |
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Tim Duncan for 3!
Join Date: Dec 2006
Posts: 3,577
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Everything can be adjusted in a unit. When I post a unit, at the bottom in a little "Comments" type area, I post what I think of the unit and what might need to change. Changing one statistic does not guarantee balance.
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#3 (permalink) |
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Phi Beta Kappa
Join Date: Mar 2007
Posts: 135
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If you avoid the two pitfalls I have mentioned when choosing your adjuster(s), changing them DOES guarantee balance. If they have sufficient range, you can make the unit as weak or as strong as you like; if they are sufficiently fine-grained, you can adjust the unit's strength as finely as you like.
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My personal philosophy towards good unit critiquing: 1. Read the unit. Think about many different situations where it might be used, and compare it to several existing units. 2. If it seems too weak or too strong, say so but always provide what you see as a balancing change that would fix it. 3. Never take your opinions too seriously. The only inherent quality of a unit is whether it's an interesting idea or not. Everything else is just details that can be tweaked to balance. |
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#4 (permalink) |
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Leave Nothing
Join Date: Aug 2005
Location: "Whenever I look at you I'm reminded of everything I hate about myself. You know it hurts."
Posts: 333
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Uhm when you make something an adjuster, you're kinda saying "Im not sure exactly what it should be." That's not something you actually want in your unit.
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#5 (permalink) |
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Phi Beta Kappa
Join Date: Mar 2007
Posts: 135
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You never know how a unit is going to work in actual gameplay. You can never be sure of the optimal unit stats, so it's better to leave it open to debate. It doesn't stop you from posting what you _think_ it should be--just leave room for other people to tune.
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My personal philosophy towards good unit critiquing: 1. Read the unit. Think about many different situations where it might be used, and compare it to several existing units. 2. If it seems too weak or too strong, say so but always provide what you see as a balancing change that would fix it. 3. Never take your opinions too seriously. The only inherent quality of a unit is whether it's an interesting idea or not. Everything else is just details that can be tweaked to balance. |
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#6 (permalink) |
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FALCON PAAAUNCH
Join Date: Jan 2006
Location: Meeshegan
Posts: 10,148
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That's just the thing, all stats should be up for debate because you don't know if it would work, so it's basically everything should be an "adjuster" canceling out the point of making it in the first place.
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![]() Love to Hate - 2007 Most Opinionated - 2007 & 2008
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#7 (permalink) |
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Official LF Nub
Join Date: Jan 2007
Location: Toronto, Canada
Posts: 2,605
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Why are you telling us to do something we already know how to?...
And could you like make 1-3 proper units? You make like 10 a day hoping 1 would be good, instead of finishing the features of 1-3 so they are units not hills, and so they are not overpowered/underpowered...
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Silly nub, Trix are for noobs! ![]() <-- Paint will dominate one day!
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#8 (permalink) |
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Phi Beta Kappa
Join Date: Mar 2007
Posts: 135
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It would be nice if people judging your unit would provide their own thoughts for the stats if they think the unit is under/over powered, without you having to provide adjusters. That's what my sig says. But often, people just attack the unit and leave it at that. If you have an adjuster, you can challenge them to set a value for the adjuster to balance the unit.
By the way sina, are you aware that this isn't a unit? (if you were aware then tell me how your comment is on topic) I think all of my units are good, because they are unique concepts that provide a new kind of game play. And I set them up so that they seem balanced to me. If any of them seem over/under powered to you, you can say how they can be adjusted to balance if you like.
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My personal philosophy towards good unit critiquing: 1. Read the unit. Think about many different situations where it might be used, and compare it to several existing units. 2. If it seems too weak or too strong, say so but always provide what you see as a balancing change that would fix it. 3. Never take your opinions too seriously. The only inherent quality of a unit is whether it's an interesting idea or not. Everything else is just details that can be tweaked to balance. Last edited by Berder; 03-22-2007 at 11:11 PM. |
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#9 (permalink) |
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Never Forgotten
Join Date: Apr 2006
Location: Dark Abyss
Posts: 19,163
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I think you would be better off to create your own game. It seems like your just trying to completely change this game with your ridiculous ideas.
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Biggest Spammer/Rep Whore 2007 ![]() Go into battle with one goal....DESTROY EVERYTHING! |
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#10 (permalink) | |
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FALCON PAAAUNCH
Join Date: Jan 2006
Location: Meeshegan
Posts: 10,148
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Quote:
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![]() Love to Hate - 2007 Most Opinionated - 2007 & 2008
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