Naval Balance Coming?

Discussion in 'Balance Discussions' started by brianpurkiss, September 3, 2014.

  1. igncom1

    igncom1 Post Master General

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    Which is what we already have.

    No need to add uneeded chaff.
  2. epicblaster117

    epicblaster117 Active Member

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    We don't already have that, we just have one front line unit atm, and a bunch of random unit upgrades for T2
  3. brianpurkiss

    brianpurkiss Post Master General

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    Have you played RCBM?

    We do not have what RCBM provides. Not in the slightest.
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  4. igncom1

    igncom1 Post Master General

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    What you are asking for is the inclusion of extra units that have no additional purpose then what the units we already have are, and then expect people to not instantly decipher the one you shouldn't be building, and then making the entire procedure pointless?

    But yeah I get what you mean, im just being obstinate.

    But yeah, adding new unit's takes money and time, so you better have some damn good reason to add them in.

    Modders work for free, company's don't.

    I have not, and I delay playing it an extra day each time it's brought up.
  5. brianpurkiss

    brianpurkiss Post Master General

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    I'd highly recommend giving it a try before saying they have no additional purpose.

    They ver much have additional purpose because they're effective in two completely different situations but have the same "role." It's difficult to explain, but really, they are the same but different.
    epicblaster117 likes this.
  6. epicblaster117

    epicblaster117 Active Member

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    Why not try it? it won't other than making the base game feel very void.
  7. igncom1

    igncom1 Post Master General

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    If they have the same role, then there really is no reason to add them into vanilla.

    That role is covered.

    Variety is nice, but it's not needed.

    I actually like the base game.
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  8. brianpurkiss

    brianpurkiss Post Master General

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    And this is where you're misunderstanding it.

    They are two completely different units that operate and are good at polar opposite situations.

    You cannot say that it is not needed unless you actually try it. You can theory craft that you think they aren't necessary, but you cannot definitively say that they are not needed without actually playing with them.

    They are very different units.
  9. igncom1

    igncom1 Post Master General

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    Yes I can, but this isn't theory crafting vs your experience, this is a discussion on hypothetical units that could be added that do the same jobs as the current units.

    You do not need to add it more variety, it is in no way essential or required to the game over having the basic set of counters required to properly play the game.

    So my point is, and was, that if you feel like the dev's need to add in units that do the same job as the ones already present, it had better have a good reason.
  10. brianpurkiss

    brianpurkiss Post Master General

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    Well, there are quite a few missing units that could be added for a good reason.

    Torpedo bomber, multi-unit transports (both air and orbital), drop pods, another orbital fighter, anti-nuke vehicle/bot, anti-orbital vehicle/bot (or could just make the Gil-E fire at orbital), cheap and less powerful orbital to ground laser, hover tank, all terrain bot, plus more.
  11. igncom1

    igncom1 Post Master General

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    And that, is completely fine to suggest.
  12. epicblaster117

    epicblaster117 Active Member

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    Hypothetical Units? They've been made and added, and it IMPROVES THE GAME, that's why I suggested it in the first place. Variety IMPROVES THE GAME.Is that not reason enough to eventually add extra units? I'm not asking anyone to drop everything and start modeling units or anything, just that the game feels lacking in variety.
  13. igncom1

    igncom1 Post Master General

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    Variety adds content to the game, it does not necessary improve the game, it just adds more stuff to cover the specialised parts of a units role that can very easily be accounted for in the original unit.

    It still doesn't make then required, in any manner.

    Simply stating that it improves the game doesn't take into account the effects of adding the unit into the game has to the entire product, the costs involved and the resulting effect.

    Simply adding in units willy nilly to cover every identified scenario leads only to spending a large amount of time on something that is unnecessary and ultimately a waste of time when a more mediated response such a balance change of the existing unit would server better, be cheaper to implement and would result in a greater and more enjoyable balance for new players and competitive ones.


    That's the difference between modding and professional software development, they sit down at board meetings to discuss a single change, and go for the one that costs the lest while having the biggest result to solving the issue.

    Modders add in entire new swaths of content to fix a problem that a simple number change would have also resolved.

    Variety also leads to content bloating, TA is a good example of this, as very few units ever added to that game, even in vanilla were ever used, so much variety and diversity but people didn't bother using it all because specialists only work for their specialised roles, which while they do occur, don't happen often enough for the player to bother building that specialised unit.

    Even starcraft has this problem, and that game deliberately combines unit roles into single multi-use units.


    In the end, I won't stop people from suggesting new content and veriaty, because hell I even do it.

    But don't think that mod's are better because they can afford to feature bloat for every little circumstance.
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  14. brianpurkiss

    brianpurkiss Post Master General

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    RCBM hardly has bloat. It has variety and increased strategic depth.
  15. igncom1

    igncom1 Post Master General

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    I bet it does.

    But how much time did it take do get there over say, the balance of existing units?

    New models, new animations, new files------or changing the balance of existing units to cover the gaps.


    As a mod, your only cost to do this was time, for a dev you also use up money.

    In the end, the extra variety is very very expensive compared to a rebalance.

    You can afford it, but that doesn't mean the devs can.
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  16. brianpurkiss

    brianpurkiss Post Master General

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    Time is money for anyone, regardless of whether it's their job or something they're doing in their spare time. It is time that isn't spent elsewhere.
  17. igncom1

    igncom1 Post Master General

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    Modding is your free time, developing is company time.

    A company is not going to waste time or resources on something that could have been avoided.
  18. brianpurkiss

    brianpurkiss Post Master General

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    You're totally missing my point.

    Time is money for anyone and everyone regardless of whether it's for a company or otherwise.

    I also don't follow what you mean by wasting time or resources on something that could have been avoided. No duh anyone will avoid something that could have been avoided. I don't see how that is applicable to our discussion that has gone WAAAAAY off track.
  19. igncom1

    igncom1 Post Master General

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    Im not missing your point, you simply don't understand that the term 'time is money' doesn't apply to people who are not currently working for it. Namely, people at home modding.

    You don't make your money from modding, but company's do make their money from developing.

    You can spend all the time you want modding at home, because that isn't how you make money, but for a company like uber, it is.

    And this is only off topic because you don't understand the point we have been discussing.

    Adding variety takes resources to do, and a company has to pay it's staff, a modder doesn't.

    A company will make sure to decide that the product that is developed is done so efficiently and effectively, a modder only spends their time, their non-working time to do this, a company spends thousands to pay it's staff a wage to do this.


    Modders can afford to develop content like new units and such, because it only takes their own time to do so, not a company's money.

    A business has to decide how to develop it's products in the most efficient way possible, most results for money put in, and so are far more likely to go for a cheaper and just as effective method as a modder would go for a cooler option to get the same result.

    Which leads me back to my original point, why add more variety to cover a specific circumstance, when the game be balanced to cover it far more cheaply and quickly then adding in said variety?

    It isn't economical brain.
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  20. Clopse

    Clopse Post Master General

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    Haha it has gone way off but it's cool. Time is money is not some proven mathematical equation. Everybody is different. Do you worry that pressing the snooze button on your alarm is going to cost you money?

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