Game Development Reference
In-Depth Information
TAble 8.4
effects of various
Tweaks on the Balance
of simWar
T WEAk
TuRTlE
WINS
RuSH
WINS
DRAW OR
T IMEOuT
AvERAGE
T IME
no tweaks
929
68
3
70.97
Production rate 0.20
847
152
1
88.99
Production rate 0.15
750
248
2
124.34
Production rate 0.10
396
565
39
208.56
Offensive fire power 30%
919
81
0
65.22
Offensive fire power 35%
863
137
0
59.43
Offensive fire power 40%
811
189
0
56.55
Offensive fire power 45%
755
245
0
56.07
Offensive fire power 50%
627
373
0
51.95
starting resources 4
883
114
3
76.43
starting resources 3
885
114
1
79.26
starting resources 2
877
122
1
84.95
starting resources 1
855
144
1
89.51
starting resources 0
797
200
3
98.73
available resources 110
937
63
0
69.85
available resources 120
949
51
0
69.43
available resources 130
945
55
0
71.11
available resources 200
970
30
0
71.18
available resources 90
911
84
5
73.12
available resources 80
860
125
15
80.82
available resources 70
839
134
27
85.96
The best balance is probably found by applying a combination of these tweaks. For
example, keeping an eye on the average playing time, we opted to reduce the pro-
duction rate to 0.20, the factory cost to 7, and the offensive power to 35%. With
these mechanics, the two strategies are evenly balanced (in the test run, each won
exactly 500 times!) against an average playing time of 83.02 time steps.
 
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