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Balance
Topic Started: July 27 2009, 12:46 AM (311 Views)
Banana Samurai
Well, balance is huge issue in terms of shooters. For example, if there were one guy with a pistol with unlimited ammo and a guy with rockets and unlimited ammo, the rocket guy will generally win nearly all the battles. Or even size issues. I'll explain all this.

Let's start off with gun balancement. The above issue is actually exactly what I'm talking about. Weapons should be limited on ammo with an exception on the pistol. Pistols are the weakest in the game, therefore has infinite ammo. Everyone starts out with it and can pick up better guns later. The pistol has a semi automatic fire rate meaning it shoots every click. To avoid pistol bullet spam firing, the pistols range is not good and bullets disappear after one or two seconds. Both that and having it slowly shoot due to it's semi auto fire rate. That explains the pistol's balancement. Next up is the spread gun. The spread gun has the slightly less range as the pistol, but shoots three bullets which are angled and shoots semi-automatic or pump (pumping the spreadgun after every shot). This is because the closer you are to the enemy, the more it does. Each bullet does damage double the pistol and if hit by all three bullets that is six times the strength of a regular pistol bullet. This is balanced because to get this, you have to be up close. We now have the SMG, it shoots automatic meaning it can fire a stream of bullets. These bullets are generally weak about 50%-75% the strength of the pistol. It shoots not ina constant fire rate but more of a slower automatic fire rate, thus making it lag less when there are bullets. Now we have the sniper. Slowest fire rate as it is bolt action but is a one hit kill. Now Coollog brought up an interesting feature the sniper can have which is a lock-on feature. If you have your cursor hovering around the enemy for a certain amount of seconds, it'll lock on for an auto kill. This is balanced out due to the slow fire rate of it. You can also fire it normally but it's less accurate. We now have a rotket (I just made this name up, clever huh?). The rotket works similar to the rocket launcher in various games. Shoots a slow but accurate and deadly projectile. It has a similar fire rate to the sniper. Normally people will have enough time to see the rotket approaching and try to avoid it. However, to balance tis out so it's always dodged, the rotket explodes when hit on a hard surface and shoots shrapnel around the general area. This is also a similar effect with grenades and land mines. So let's talk about them. Each person starts with 1 grenade. You can throw it within the screen a certain distance. It then explodes a few seconds later similar to the rotket. Landmines can be picked up. You only will get two though and you can lay them anywhere on the map and they'll stay there until blown up. They have a flashing light so they're generally easy to spot so lay them tactically. Land mines, like grenades and rotkets are one-hit-kill shrapnel devices. Last but not least is the samurai sword. When the samurai sword is picked up, the user gains a small boost in speed and jump height. Due to this stat boost, it is very limited in range. You click to slash with it. Slashing is a one hit kill. This is considered a "power weapon" so it's in the same class with the rotket launcher and sniper. Now that the weapons are out of the way. Here's the damage chart to explain it further:

Posted Image

Next off, gun positions. If one team can make it to a certain powerful weapon before the other team cannot, it is unfair. So try to plan equal distance weapons or something equal it out. For example, if one team has a sniper on their side, the other should have the rotkets or samurai sword. Rotkets can kill the sniper before it locks on and samurai sword can make it to the sniper before he reloads and so on. Regular weapons should generally be more balanced in the position department.

Map balance, it can be the determining factor in the game type. When searching for a game type, it should usually find a certain map made for it. Like so:

Deathmatch map - The small map (80%), Other maps (20%)
Team Deathmeatch - Other maps (80%), Small map (20%)
CTF - Other maps (90%), Small map (10%)
Food Court - Other maps (70%), Small map (30%)

Now that that's out of the way and we have weapon placement down, we can now talk about tactics. Tactics help a load. Since this is a platformer, and you can't go around a certain area, we'll have to make stories. Up to four or five stories will do. Make it so someone can flank the enemy without be noticed, though there is a 80% chance someone would be there if there is five stories. So tactical movement is involved here. Also make it so they can take flal damage from higher stories like the five story and you jump off to the first, you die. If you're on the fifth story and jump off to the second floor it does half damage. If you're on the fourth story and jump to the first, it does half damage as well since it's the same height. Anything else is fair game. This makes it so you can't just jump around like a maniac.

Lastly I'd like to talk about counterparts. Counterparts can be thought of the "opposite" or "rival" of each other. They are usually equal in balance, can be hit nearly as easily, have close to the same size, etc. Here's a breakdown:

Vegetables - Fruits
Carrot - Banana
Potato - Pear
Tomato - Orange
Broccilli - Apple

They are close to the same sizes meaning that they are general equal in balance.


Thanks for reading this monster... It was kind of a lot but I hope it worked out some balance issues.
Edited by Banana Samurai, July 27 2009, 12:17 PM.
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Coollog
Nicely done! The samurai sword should also decrease defense or health, since that way u can kill a samurai coming at u if u have a nice skilled aim before his fastness gets to u. No Avatar
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Joj403
cool were adding samurai swords now!
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Banana Samurai
UPDATED! This topic now has a Weapons Chart!
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