Balance based on skill difference
Lionincage on 31 Mar, 2022 22:13 in Balance Discussion
Hello, I am Lionincage, used to play zerg hex some years ago, and as i just recently played a few games.I see the main issue (at least i have with this game is still not fixed. In a lobby of newbies, zerg can do whatever they want and go unpunished. In a lobby of good players, zerg cannot hope to contain 1 player for more than ~15 mins (leaving other 2 terrans almost untouched).I have read that the game is basically balanced upon having a mix of good and bad players, that eventually ends up giving both sides about 50% win chances. This way to handle numbers works for items, money investment, whatever doesn't have feeling. When you, a human being with emotions actually join to play a game and have fun, you expect the game to feed you back depending on how good you perform (even though, obviously, you can't do everything alone in a teamgame), and, in these team games, a player that would close perfection, would win about 90% of the time, probably a bit less in a game without any kind of ELO system. What is sure though, is that a player that played amazing, even despite losing, would feel like "i lost, but hell, what a game i had", and its allies and enemies would be like "he lost, but hell, this guy played real good". How many times did it happen to you?I'm not here with perfect answers and undiscussibly good solutions, but here are a few:-Remove uncertainty. While "star sense" is a skill, a player able to guess what his enemy is up to, needs some sort of hints or intel to figure out. in zerg hex, there is no such thing as fast 3CC or oracle into mass phoenix build. There are a few ways to be effective (especially for terran) while not necessarily being proactive.Maybe have major threats/teching announced to the enemies, and possibly both races to have some sort of "scan", such as overlords for instance.Also zerg fully built structures could be revealed to terran players, giving them some more moments to react to armor changes if they are watchful enough, and giving them intel on how aggressive zerg is going (building in front of hatcheries or behind greater spines tells something, right?). On the other hand, give zerg some well needed buff.-Zergs have very few viable options, and they don't get to choose which to go for, but they only adapt depending on how terrans build, despite being the attackers. The zergling upgrade is basically a one time buff (if wave is crashing on terrans, it will break them, if terran is holding it fine, it is useless). Tankling upgrade requires 200 tanklings to die just to refund the initial cost. Roaches upgrade is kind of fine, although i'm not a fan of spending money to reward offensiveness when spending money to be more offensive is necessary on first hand. "Rewards you for killing terran units, although zerg is more likely to kill units if they spend their money elsewhere". Hydralisks are weak, if not against reapers. Not sure about infestors. Talis behind a few walls leaves no change for zerg to break her owner. Both cheap cost and absurd damage.-balance the game based on players skill level. Implement an ELO system, so players get rating depending on how many and how hard games they win. ELO has its flaws, but even a basic rating would make it both more clear and useful for everyone.With this ELO rating, adjust zerg HP. If zerg team is favored, game reduces zerg melee HP. If terran team is favored, increase zerg HP. Obviously this adjustment mostly matters for melee, and zerg, since they are what determines how difficult the game is.There is more to it, but feels like i already wrote too much. Thoughts?