[Solved] Units' rating

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Heloes hive Workshop

I mean to make a simple map for choosing a number of small groups of a number of same units for two sides and have them fight with one another. I need this one for a purpose, but nevermind that.

The important thing is - is there any way of determining each unit's point value? I mean, so that every group of a number same units would have seemingly same power and so every side would need to choose right ones against given group.

I'll give an example:

Let's say every side has three groups at it's dispisal. First one chooses 'Marines' group, the other chooses 'Zerglings' group. Then they choose same groups again, so that there are 3x'Marines' vs 3x'Zerglings'. Both units are no specially strong against the otherr, so they should pretty much wipe themselves out and leave no unit on the battlefield.

Is there a way of determining this power effectively? Or maybe someone did it? I couldn't find it on google.

Also, one side is bound to be a defender, so towers' point value's determination would be nice too.

Thanks in advance.
 

Dr Super Good

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Is there a way of determining this power effectively? Or maybe someone did it? I couldn't find it on google.
I am afraid this is not possible due to the complexity of unit combat. You can only perform rough guesses based purely on DPS and survival but these will seldom reflect the reality due to many combat factors.

Marines, for example, gain power against melee units as their numbers increase as more marines will be able to hit the melee units while fewer melee units will be able to hit the marines. As such if you balance it so that 1 Marine vs 1 Zergling results in a 50:50 outcome, then you will find that 3 Marines vs 3 or even 4 Zerglings will be a 100% win for the Marines.

Tactics also plays huge a huge role. Ultralisks will totally obliterate Marines except if a micro-freak sends single marines one at a time to take their blows. In that case the Marines may win as the Ultralisk splash is completely lost.

Unfortunately the only way to balance outside of really roughly is to actually test the map and see if it performs satisfactory. Sure you know that a unit with 16 attacks of insane damage per second is rigged while a unit which dies in 1 hit and costs an arm and a leg is useless but that is not deciding if Marines should have 65 HP or 69 HP.

This has been a problem to plague game development for years and is one of the most common forms of patches released for games. Even StarCraft II has taken dozens of melee patches to get to its current balanced state and even then there are hundreds of professional players who could argue that it still is not completely balanced.

Of course you could eliminate complexity and reduce the battle results into simple mathematics. You could get some trigger script to decide the outcome of a fight and then make it kill units in such a way that the user believes that there is actual fighting going on. For example you could send 20 Zerglings vs 10 Marines and say that this matchup is 50:50. Once you decide on the results you proceed to kill off some of one side and some off the other leaving only 1 marine or zergling standing who is the winner. Whether or not this reflects the reality with melee balance (the 10 Marines may always win if they back up into a corner and stim) does no longer mater as your trigger script formula decide the results and they can be made to be very easy to plot and balance.
 
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Uhh. That's not really what I need, I mean the triggering. Still, I shall try doing something and see whether it will be satisfying or not.

Thanks :)
 
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