Subject: Re: Units unbalanced?
Hi Guys,
I'm very concerned and do realy think these changes are even more unbalancing the game badly, making things even more complicated and more micromanagement than usefull. No testings are needed to figure that out.
By the way, any changes should be very slight and rare and then tested before further changes.
Whats all the talkin' about unbalanced M.A.X. anyways? Well, it's about multiplayer mass-rush and missile-arms-race combined with "airbourne-mobile-missilelaunchers-methods" or missile-launcher upgrade-race for example.
And I think that the game can be "balanced" more by taking a look at the ressource-ratio (cause you can influence the research&upgrade and mass-production just through that - having rare gold and rare to few oil) and maybe the research&upgrade-ability has to be looked at, talking about balancing and modding.
I wouldn't change any unit-settings! They are perfect! Every unit is different and special... the core-spirit of M.A.X. is just the point, that you can improve units through research and upgrades. The basic-unit-settigs are just perfect, balanced and if there wasn't any research and upgrade possible it would be just right to go on.
The most problems of unbalanced games come from mass-ressource-mining that leads to mass-production and mass-research&upgrade. With mass-ressource you can build up a huge research and upgrade komplex and get superunits within a few dozend turns and then the game loses its balance and tactic manouvers, as the gap of unit-abilities gets bigger in no time. It should be something very special to upgrade and get slight advantages comparing to the enemy. It should be more difficult to upgrade and research or take more time or have much less constitution. Upgrades and research go so fast, that you are not able to play off your current state of unit developement. Upgrades and Research develop faster than you can spy on the enemys development and react. And the speed influences the psychology of the players...forcing them to go the easiest, boring way to rush up...
For an example: I think it's strange, that researching "cost" up to 50% has the most units and buildings built within 1-3 rounds. There's no reason to research any further, as units and buildings are so cheap and fast built at 50% cost and until you have reached the 50% cost, you usually have a huge base and more ressources than you can handle in one turn. If you would reach the attributes of recent 50% cost earliest at 100%, it would realy make a difference!
Why not stretch the research and upgrades more? Make it something realy special to develop units. Or make upgrades twice expensive and research twice the time needed to develop. If it takes much more time to develop and upgrade, you'll think about it in a different way and may decide to develop something else instead. Its way to easy to upgrade and research. So why not focus on that aspect? You can guide the whole balancing, strategics and tacics through that research & upgrade slow down issue.
It doesnt matter on what attributes the units start at the beginning. Its all about how the units are beeing enhanced during the game !
Thats my opinion as a passionate M.A.X.-Player from the very first hour, almost 17 years by now and a strategic&tactic-games-player for even over 20years with many, many thousands of hours playing boardgames, tabletop up to computer games, modding and balancing since C&C (*.ini-files)...
By the way... working on balancing as done before destroys the unique charakter and spirit of the game.
The key to balancing is... ressouce-ratio and research&upgrade (expence and time).
There's no problem with arcade-fun-mods and stuff. But the topic is about balancing the original (slightly) first.
I suggest a button in the game-settings in the lobby that alows to double research time and to double upgrade-expence! - for a start. Test this feature and see what happens to the players ideas... .
What do you think about it?
Thanks for understanding,
~ Sandman ~
See you on the field...
"AAAAAAAAAAAAAAAAAAAAaaaaaaaaaahhhh..." [spotted Infiltrator!]

This post has been edited
8
times. Last edit on Jun 01, 2013 2:25 am by Sandman.