Hi,
after a long pause (and being busy with our main project), we have started working on another game. As hinted in a previous thread its a fantasy battle game where each player controls a team of creatures/heroes.
To keep things simple, we decided to entirely concentrate on creature abilities and balancing. The game is supposed to have only "good" units, there are no vanilla creatures or "bad" creatures. Each creature features a few stats and a single - unique - special ability. There are (very) rare cases where a creature features 2 or 3 abilities also.
Okay, there is no "mana system" or "resource system" in the game. Instead both players start with their full team already in play. there is also no ability to upgrade your units, their stats are fixed.
What players do is that they "buy" new units before and after combat to assemble their team. This can be temporary or - when playing campaign mode - also permanent. Players gain gold for winning (and losing) fights and can use it to buy new units.
Finally, my question:
As there is no resource system because all units start in play. Do you think this generates balancing problems?
The game uses a mechanic where only "equal" players are paired against each other in campagin mode, so we can assume that all teams are more or less equally powerful. plus there is a limit on how many copies of a creature you can use (more powerful creatures are limited even more).
but - you start the game with your mightiest units already in play (like Dragons etc.) - we have decided to go this route because it ENORMOUSLY speeds up the game and adds a very CHESS-like flavor to it.
Now, as we do not have enough creatures and not enough ingame/meta experience yet, we are really worried about a possible balancing issue.
So, what do you think? Should we integrate a resource system now, or is it OK to go without?
thanks
-Fhiz
Hey all, thanks for the super quick answers!
Details:
@X3M:
We have RPS, and yes - there is no way to prevent one unit to be better than others. What I meant is that every unit has its purpose. In many games (like MTG, Dreamblade etc.) there are cards/minis that are intentionally "bad". We dont do that.
Thats right, you can change your team between fights but not during the fight.
@andymakespasta
Jep, you are right with the gold aspect. But that only applies out-of-combat balancing and not the balancing of teams while in-combat.
Players keep their units by the way, the whole buying process is some sort of "unlocking". You start with low gold and just a few lowly units. That makes players spend gold on more expensive units throughout the course of a campaign.
@Robbie Munn
Hey, I would be interested to learn more about your game as there seem to be some similarities.
Thats a good point that without a resource system its easier to balance (we think the same). And yes, we also found out that a resource system adds another layer of complexity to a game - a layer that we are completely missing right now.
Maybe I should have noted that our "Teams" (Warbands) are limited to just 9 units per side and while most units can be fielded up to 9 times, there are many that are limited to just 1, 3 or 5.
any more thoughts? I'll share more details if required!