DS3 points and game balancing

2 posts ยท Apr 5 2002 to Apr 5 2002

From: Thomas Barclay <Thomas.Barclay@s...>

Date: Fri, 5 Apr 2002 12:16:00 -0500

Subject: DS3 points and game balancing

One quick thought (silly though it is):

Legionares versus Terminators - Something tells me an original
generation terminator wouldn't have like javelins, pikes or other things
inserted in the occular sensors. They tended to stay broke. And
rockslides, spiked pit traps, stone-throwing ballistae, trebuchets, etc.
could all kill off the Terminators. Otherwise, if all you had was sword
weilding infantry, you might need a Legion to take out a terminator -
how? By running its batteries down (getting tired killing them). As an
extreme, this fight wouldn't be that entertaining. But it could be points
balanced, even were your game not to allow a disproportionate chance of
success to each Legionaire. The only question would be where the balance
lies.... 100:1, 1000:1, 10,000:1, etc.

Pick up games and balance of games

Pick up games require some sort of consensus definition of technology and
force levels in order to not be oddly unbalanced. (Witness FT CanAm
1). This is why scenarios almost always exceed pick-up games in balance
and fun.

DS2 wouldn't really preclude you saying your infantry stands were using
muskets and had no IAVRs as a consequence (thought it does not make specific
allowance for the reduced efficacy of the musket). But when you meet the ACAV,
expect to take a beating from the APSWs.

SG2 has one strongpoint: No points system. It FORCES you to balance by
scenario, rather than balancing by a (possibly breakable) point system. DS2
and FT leave illusions of balance. Sometimes they do result in balance (with a
good point system, more often than not in a straight up fight). So the point
system isn't a bad thing really, as long as you keep in mind that it is a
guideline and can sport artifactual issues that can really make some games
that are strictly point (and not
scenario) balanced un-fun.

Scenario balancing is tougher, requires a better knowledge of the game and the
potentiation and synergy of forces within that game and on the terrain the
game will be played on, and obviously includes some assumptions about the
players playing it. Point balancing is easier, but sometimes very deceptive.

One good thing to do is to borrow good scenarios (even as baselines) from
experienced players and scenarios that have been playtested at conventions and
other places. These make a good starting points. It is my hope that (when life
calms) stargrunt.ca will sport a number more of the scenarios I've designed,
played, etc. over the years and that part of the design notes for each
scenario will be a description of some of the thought that went BEHIND the
scenario details (map, units, etc). Maybe such analysis will provide some
insight to newer or less experienced players as to the WHY of adding certain
units, splitting units a certain way, or having particular terrain. Once you
have
experience with playing/designing, you can usually put together
something reasonable with an eye to the gotchas. This is often harder
when you are new/inexperienced. So the trick is to soak up knowledge
from those who are "further along".

I suspect (heh heh) we'll maybe see DS3 with a dice based combat system (FMA
like) and a revised construction system including points and capacity with a
few more choices. My crystal ball suggests this is a strong possibility. But
nothing shall be graven in stone until Jon has a

From: Roger Books <books@m...>

Date: Fri, 5 Apr 2002 13:52:11 -0500 (EST)

Subject: Re: DS3 points and game balancing

> On 5-Apr-02 at 12:10, Tomb (tomb@dreammechanics.com) wrote:

> SG2 has one strongpoint: No points system. It FORCES you to balance by

So maybe we should do away with the point system and enhance the capacity
system?:) Leave scenarios for SG2 style scenarios.

I think I like this.

Size class 3 tech 1 has 9 capacity. Size class 3 tech 2 has 12 capacity. Size
class 3 tech 3 has 15 capacity. Size class 4 tech 4 has 18 capacity.

Make everything take capacity. Say 1 capacity gets you 6 points of armour to
devide as you see fit. 1 capacity gets you 1 level of stealth, 4 gets you two,
9 gets you 3, etc.

No points at all.:)