No Guts, No Galaxy Podcast: Goes live!
#141
Posted 23 November 2011 - 04:36 PM
#144
Posted 23 November 2011 - 04:43 PM
We promised that part B would be out so we are giving it as much power as possible! (what can we say they don't make fusion reactors like they did during the SLDF era)
Edited by Cattra Kell, 23 November 2011 - 04:46 PM.
#145
Posted 23 November 2011 - 04:45 PM
lol didnt actually see your post there focht
Edited by jock mcgunn, 23 November 2011 - 04:47 PM.
#146
Posted 23 November 2011 - 04:50 PM
#149
Posted 23 November 2011 - 06:12 PM
A question for next podcast:
How do you guys feel about the idea of a balancing metric, like BV, for matches? Should the devs make an abstract system like BV (but tuned for MWO) or go with tonnage? Should there be no balancing requirement for matches, but have the metric displayed so you have a bit of an idea what the odds are?
I'm familiar with neither EVE nor World of Tanks...do either of those use balancing metrics?
Edited by Cyttorak, 23 November 2011 - 06:13 PM.
#150
Posted 23 November 2011 - 06:22 PM
Cyttorak, on 23 November 2011 - 06:12 PM, said:
A question for next podcast:
How do you guys feel about the idea of a balancing metric, like BV, for matches? Should the devs make an abstract system like BV (but tuned for MWO) or go with tonnage? Should there be no balancing requirement for matches, but have the metric displayed so you have a bit of an idea what the odds are?
I'm familiar with neither EVE nor World of Tanks...do either of those use balancing metrics?
I know this isn't the podcast but I'll try to answer at least part of that question to try to clear things up for you.
World of Tanks does to a degree have a pretty good balancing system. In WoT if the game has 10 v 10 then each side gets a even set of tanks. So if one side had 5 light tanks, 3 medium tanks, and 2 heavy tanks the other side will have 5 light tanks, 3 medium tanks, and 2 heavy tanks. It balances by weight (I am not sure if they balance by tech too...) so that each side has a even fight.
#151
Posted 23 November 2011 - 06:28 PM
Cattra Kell, on 23 November 2011 - 06:22 PM, said:
I know this isn't the podcast but I'll try to answer at least part of that question to try to clear things up for you.
World of Tanks does to a degree have a pretty good balancing system. In WoT if the game has 10 v 10 then each side gets a even set of tanks. So if one side had 5 light tanks, 3 medium tanks, and 2 heavy tanks the other side will have 5 light tanks, 3 medium tanks, and 2 heavy tanks. It balances by weight (I am not sure if they balance by tech too...) so that each side has a even fight.
While it does work that way (except they're done by tiers instead of pure weight) it's by no means a good balancing system. Not all tanks (much like not all mechs) are created equal, and often times you can tell which side will win based on which chassis they have.
#152
Posted 23 November 2011 - 06:29 PM
jock mcgunn, on 23 November 2011 - 03:40 PM, said:
lol, I know, that's why I was poking you. Lots of Scots get riled up about that!
Sort of like my wife and "The Ukraine!? There is no THE!!!"
I gave up on the waiting and have been listening to part A and B while messing about in Photoshop with the Dragon.
#153
Posted 23 November 2011 - 06:37 PM
Kudzu, on 23 November 2011 - 06:28 PM, said:
Ah thanks, I only played WoT for about a day so I'm not overly familiar with everything. I still think that its a decent setup where at least the sides try to be balanced not to the nitty-gritty point. I think if we have a system like this where if one side has 3 lights and a heavy the other also gets 3 lights and a heavy everything will be fine for pubs. When you start talking conquest its like I say in the cast, bring everything you got. If you decide to bring 4 assaults and the other side takes 2 lights and 2 heavies, you will have to deal with the consequence or victories of your decision.
#154
Posted 23 November 2011 - 06:45 PM
Cattra Kell, on 23 November 2011 - 06:37 PM, said:
Ah thanks, I only played WoT for about a day so I'm not overly familiar with everything. I still think that its a decent setup where at least the sides try to be balanced not to the nitty-gritty point. I think if we have a system like this where if one side has 3 lights and a heavy the other also gets 3 lights and a heavy everything will be fine for pubs. When you start talking conquest its like I say in the cast, bring everything you got. If you decide to bring 4 assaults and the other side takes 2 lights and 2 heavies, you will have to deal with the consequence or victories of your decision.
This is why I think, with Conquest especially, there should be some sort of mission structure that gives incentives to using varied mechs.
#155
Posted 23 November 2011 - 06:45 PM
Cattra Kell, on 23 November 2011 - 06:37 PM, said:
Ah thanks, I only played WoT for about a day so I'm not overly familiar with everything. I still think that its a decent setup where at least the sides try to be balanced not to the nitty-gritty point. I think if we have a system like this where if one side has 3 lights and a heavy the other also gets 3 lights and a heavy everything will be fine for pubs. When you start talking conquest its like I say in the cast, bring everything you got. If you decide to bring 4 assaults and the other side takes 2 lights and 2 heavies, you will have to deal with the consequence or victories of your decision.
Going by pure weight is the worst balancing you can do, if you haven't seen them already there's a few threads about using a BV system floating around.
#156
Posted 23 November 2011 - 06:47 PM
Kudzu, on 23 November 2011 - 06:45 PM, said:
I'll see if I can bring this up for the next cast.
Seems like this could lead to some discussion.
#157
Posted 24 November 2011 - 08:29 AM
#158
Posted 24 November 2011 - 09:00 AM
Also, in regards to weight as a balance point, it would be good for limiting teams to taking a more reasonable spread of assets, especially if a variant system is used for purchasing of units (which it likely will be). ofc there is a lot more to balancing that just going off weight, but I don't think it's a bad hard cap when thinking about game sizes in terms of unit distribution.
#159
Posted 24 November 2011 - 11:53 AM
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