To make sure that a game is as balanced as possible. A faction is designed to be 100% self destructive.
3 different weapons against the same 3 armor types.
If it is about 80% good against another faction, then that faction does 80% back as well. This is how I try to safeguard balance on a grate scale.
We have come at a point. That we want to create non self destructive factions. In the past, we had a lot of paired factions that could battle each other efficiently. But that is not the issue here. We now have, THREE factions. That are not going to be self destructive.
And there was only one way to go around, without increasing the number of types and targets. And that is creating a big RPS system.
So in short: An entire faction will be the rock, paper or scissor to the next faction.
Even though, the idea sounds interesting. I don't think it is a smart thing to do...?
The catch is of course, that all 3 factions are in play. But if one dies off for a big part. The remaining 2 will be imbalanced.
That is, IF it comes that far. Somehow I get the feeling that no one is daring to destroy their opponent that much. So an impasse might occur much rapidly?
It would be a great experiment. How do you guys think about this?
I'm not sure I'm familiar with that in connection to balance.
Ok. It is like this. A faction that is focussed on itself. Has for example infantry, light and heavy tanks. Then it has anti infantry, light and heavy weapons.
Another faction has troopers, vehicles and medium tanks. This on has anti troopers, anti vehicle and medium weapons.
If it where to be imbalanced. Then the first army would also have anti trooper weapons. Etc.
But if it where to be balanced again. Then the second army has also anti infantry weapons. While the first has anti trooper weapons.
Now, for 3 factions. They are either 100 percent designed on fighting their own kind. Or in a circular motion on fighting another faction.
Either A vs A with B vs B and C vs C.
Or A vs B with B vs C and C vs A.