This one keeps bugging me, even today.
For balance, I keep strict rules in designing.
One of the rules is that a set of units, with a given armor and damage type, will have a total worth of 36 points.
In other games, it might be 48 or even 60 points. It depends on the chaos that we like to have.
In case of 36 points. We can have 1 unit of 36 points.
Or 2 units of each 18 points. Or 3 units of each 12 points etc.
This means that a design of units that are each 7 points, will only yield a total of 35 points.
This 1 left-over is a small thorn.
A big imbalance example would be 8 points per unit. The total a player may use is then only 4x8 is 32. This player is missing out 4 points.
I guess, that mathematically speaking, this unit is 25% to weak in squad vs squad combat.
When switching from 36 to 48 or 60 points. An unit with 9 points will have trouble at other game types. I got a lot of 9 point units.
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Solutions so far:
- The set of units, has a weaker or stronger version in them.
Sometimes, it is very hard to get this done correctly. And that is the biggest problem. This, this is the best solution so far.
- All the left-overs are used for those multitask units that have multiple types of damage. But... other game mechanics get in the way. This was the worst solution.
- The set of units can gain extra XP after completing the set. Now, "building" one of those units will actually be a free XP gain for the rest of them. No AP is needed for training on walls. And the XP spending can be done in the field. The catch however is that these XP have to be spend on the same unit.
Another down side to this is that other "balanced" units should benefit from the same. But this means that you could go for any type of unit. And train them like mad.
Which in its turn would actually nullify the "extra" effect that unbalanced units could benefit from.
And believe me, this solution looks good at first, but is a let down.
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So, to cut the question short. What else could I do?
@Nicklypuff
It is a new idea. But how do I implement it?
When having my 5 tanks worth 7 each. 1 point remains of that squad which is left out. If I "build" the next tank of that squad, it will result in buying points like action points for that type of unit?
I didn't think of that yet. But it will be difficult to make it fair. Just like having XP spend on them. 1 point remains, so 1 point is saved up on the card of that unit type. When enough points are bought. The unit type can perform an extra action?
@let-off studios
I mentioned your suggestion, having as best solution the alternative units. Are you trying to say that there is no better solution?
Or are you trying to say that the last purchased unit of a type will not be that unit. But something that will make the overall squad better? Which would be XP or AP.
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I think that I need to look at the problem in a different light.
A player spends up to 36 points on normal squads.
There are points left when a squad can only reach 35, 34, 33 etc. due to unit design.
The unspent points can also be spend on other units.
The smaller squad however has the "right to" get those last points invested to be completed.
The worse the design, the more points are missing. The better the alternative will be.