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Re: Fort Balancing, Suggestions?

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8SunTzu8 is not online. 8SunTzu8
Joined: 30 Sep 2011
Total Posts: 8199
06 Jan 2013 07:13 AM
There are some major resources at this fort. Metal, Ore, and Research. Research is shared team wide, and metal and ore can be banked to pay for expensive objects, such as a tank.

Ore is mined from various sources, while metal is refined from the mined ore. Research is gathered at a research station or the data center in the defender's base. Research can upgrade weapons, mining, and even allow you to purchase more powerful weapons.

Weapons can be built using these materials, most of them at a factory or an armory. Tanks and vehicles would also be made available, but you need a factory of sorts to build these.

Now that the short introduction to the resources and what you can use them on is done... The basic idea is that CSA will have many of their needs covered in their fort, but if they stay in the fort, they will eventually fall behind the raiders in tech and resources. There are also important points that CSA will need to protect outside of the fort.

Credit to a friend of mine for this idea, he was a great inspiration. I've tweaked it a bit for CSA's uses. How is a base powered? Where does it get its energy? Sure, you can use a generator, but that blows up and creates a mess. So, CSA will get its power from external sources, only using a generator for a backup. The raiders will be able to cut off the power supply to the fort, and perhaps get a ladder or gate stuck open until CSA goes to the damaged area and fixes it.

In this way, along with richer mining sources, CSA will be forced to fight outside of the fort. However, the raiders don't have as many advantages at their spawn location, but they can quickly take over a research station nearby. Soon afterwards, there is an armory, and in the center of the map, there is a factory. This is a major factory that can produce more powerful tanks and perhaps faster transportation than the small one inside of CSA's base.

Rich sources of minerals will be found nearer to the center of the map, and some will be close to the raider's spawn. CSA will not have much, if any at all, close to their base. This map's layout is inspired from an old fort, and as such, I am not modifying the basic layout very much, forcing me to find ways to balance it out. (I will need to have many facilities available to both teams at the same time, so CSA must have some in its base).

Each location you take becomes a spawn point, and I am still deciding whether or not to allow the player to select their spawn. (A system I created a year ago for clan purposes). This would allow for much easier grouping. However, CSA will spawn inside of its base, but its base is enormous, and there are many points you'll need to maintain control of it. By taking the lower section, the raiders can gain access to CSA's armory and cut them off from their weapons rather quickly. (While sniping from above the upper level and from the lower level, the raiders could easily take over the spawn on the upper level). Although, if we use a spawn system, it takes longer for people to spawn, and it will be a rather quick action to take the spawns by force.

Of course, in order to balance this completely, if the raiders take the base, then CSA's default spawn becomes the raiders' old spawn, and the raiders now spawn in the base.

If you want to get an idea of the visual layout, go here: [ http://www.roblox.com/CSA-Fort-Rhen-Showcase-place?id=69584519 ]

I tried to explain things fully, and shortly. It's not easy.

I want to know if things seem balanced based off of this description and this layout. (There are 3 ways to get to the fort, on three elevation levels, and many of the entrance type situations are not done yet, but the raiders can climb the wall if they tried, sneak up the elevator, or attack by the mountain).

"If you want to become a Developer or Innovator for CSA, contact me."
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8SunTzu8 is not online. 8SunTzu8
Joined: 30 Sep 2011
Total Posts: 8199
06 Jan 2013 07:16 AM
It is really not that much to read. :/

"If you want to become a Developer or Innovator for CSA, contact me."
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rossb654mail is not online. rossb654mail
Joined: 12 Oct 2009
Total Posts: 11004
06 Jan 2013 07:17 AM
It sounds more like a tycoon than a fort to me.
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8SunTzu8 is not online. 8SunTzu8
Joined: 30 Sep 2011
Total Posts: 8199
06 Jan 2013 07:18 AM
It's actually an RTS game. :p

It features the 4 core principals of an RTS game, while being a third person shooter or FPS at the same time. :)

"If you want to become a Developer or Innovator for CSA, contact me."
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8SunTzu8 is not online. 8SunTzu8
Joined: 30 Sep 2011
Total Posts: 8199
06 Jan 2013 07:23 AM
Bump.

"If you want to become a Developer or Innovator for CSA, contact me."
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8SunTzu8 is not online. 8SunTzu8
Joined: 30 Sep 2011
Total Posts: 8199
06 Jan 2013 07:40 AM
Hmm...

Seems like people prefer to bash people and their forts rather than to help balance them. (Or it's just early, or both).

"If you want to become a Developer or Innovator for CSA, contact me."
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look01 is not online. look01
Joined: 13 Nov 2008
Total Posts: 9192
06 Jan 2013 07:42 AM
Strodie already made this.
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8SunTzu8 is not online. 8SunTzu8
Joined: 30 Sep 2011
Total Posts: 8199
06 Jan 2013 07:44 AM
...

Unlikely in the same way we're doing it, either way, I have been meaning to do this for a while. Originally some of these aspects were for the space station I had planned a year or two ago.

Now I am adding more features, such as destructible buildings in a few places, and allow for construction of various things.

But that doesn't matter, I am looking for balancing tips.

"If you want to become a Developer or Innovator for CSA, contact me."
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smallninjabob is not online. smallninjabob
Joined: 12 Aug 2010
Total Posts: 9477
06 Jan 2013 07:46 AM
You're making a fort you can "Play"

~N!NJA~
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otiskid is not online. otiskid
Joined: 27 Feb 2010
Total Posts: 1796
06 Jan 2013 07:47 AM
Cool, sounds entertaining
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8SunTzu8 is not online. 8SunTzu8
Joined: 30 Sep 2011
Total Posts: 8199
06 Jan 2013 07:48 AM
War clans are for fun, and this will be more entertaining than a generic fort system. Limited options and a single goal. The only challenge killing a person every time you find one.

I want to force people to think, and create a dynamic war zone experience. Even the time of day will affect the battlefield.

"If you want to become a Developer or Innovator for CSA, contact me."
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8SunTzu8 is not online. 8SunTzu8
Joined: 30 Sep 2011
Total Posts: 8199
06 Jan 2013 08:13 AM
Bump.

Any suggestions are welcomed.

"If you want to become a Developer or Innovator for CSA, contact me."
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TwistedMartyr is not online. TwistedMartyr
Joined: 29 Mar 2012
Total Posts: 4684
06 Jan 2013 08:15 AM
Don't balance a fort, it's the worst idea ever, these raiders have literally gotten everything they've wanted in "enemy" forts.
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8SunTzu8 is not online. 8SunTzu8
Joined: 30 Sep 2011
Total Posts: 8199
06 Jan 2013 08:17 AM
Um...

I don't mean by going and giving them a million features.

I just mean to balance the overall experience. Each side will have challenges. It's no fun if it is easier for one side or the other, but it's not going to be as even as an FPS map or a FB map.

The raiders need to fight to gain the same benefits, to take over various facilities strewn across the map, so that they can prepare their arsenal to take on CSA.

"If you want to become a Developer or Innovator for CSA, contact me."
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TwistedMartyr is not online. TwistedMartyr
Joined: 29 Mar 2012
Total Posts: 4684
06 Jan 2013 08:20 AM
If you really want to train your military, then it has to be unfair,


1... Because they will expect a surprise attack out of nowhere

2...How else do you think 08'er and 09'ers and some early 2010'ers are really skilled? They were bred into this method...

3. This idea is horrid, in real, you wouldn't lay out on the field some tanks for the enemy to use, would you?
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delw is not online. delw
Joined: 22 Sep 2011
Total Posts: 4142
06 Jan 2013 08:24 AM
Ok
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8SunTzu8 is not online. 8SunTzu8
Joined: 30 Sep 2011
Total Posts: 8199
06 Jan 2013 08:27 AM
You didn't read the idea if you think that #3 applies.

Most people I know who are skilled are not skilled because of the early day's combat. I'm not either. I saw them grow, and I saw how they grew, and they became some of the greatest warriors I have ever seen. (No early day veteran that I have ever seen can compare, to be painfully honest).

The entire system for teams and communication is set up to allow ambushes, along with the time of day, almost screaming at you to use ambushes. (At night time, weapons are less effective at medium to long range, meaning it is a good idea to collect resources, however, ambushes are also great during this time).

The raiders will use ore to pay for tanks to be shipped in, until they capture a factory, where they can spend the metal they have refined to produce vehicles. CSA needs to use metal to build their tanks from the start. (Further balancing it, since ore and metal are not a 1:1 ratio when you refine it, although CSA has smaller tanks that require less material). In this way, nobody is just spawning tanks out of nowhere, there is a place they are coming from, and CSA is not giving the raiders anything, they must take it.

"If you want to become a Developer or Innovator for CSA, contact me."
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8SunTzu8 is not online. 8SunTzu8
Joined: 30 Sep 2011
Total Posts: 8199
06 Jan 2013 11:19 AM
Bump.

"If you want to become a Developer or Innovator for CSA, contact me."
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ArchaicBoss is not online. ArchaicBoss
Joined: 24 Dec 2012
Total Posts: 4369
06 Jan 2013 11:23 AM
But people are to lazy to read.

The voice of the people. Sorry, people. ~Rockerkid123 A.K.A ArchaicBoss~
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LordAttila is not online. LordAttila
Joined: 11 Mar 2011
Total Posts: 1676
06 Jan 2013 11:31 AM
add sweatshops

"If you're not ready to die for it, put the word 'freedom' out of your vocabulary." -Malcolm X
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8SunTzu8 is not online. 8SunTzu8
Joined: 30 Sep 2011
Total Posts: 8199
06 Jan 2013 12:25 PM
Maybe.

"If you want to become a Developer or Innovator for CSA, contact me."
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8SunTzu8 is not online. 8SunTzu8
Joined: 30 Sep 2011
Total Posts: 8199
07 Jan 2013 05:52 AM
Bump.

Raycast Issue: [ http://www.roblox.com/Forum/ShowPost.aspx?PostID=86386551 ]
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grimy12 is not online. grimy12
Joined: 16 Aug 2008
Total Posts: 13509
07 Jan 2013 06:18 AM
Me and my friend had an idea of wear you need to cap a scrapyard, oil, and sulfur mines to construct an explosive train which can be deiven into the base wall and explode and making a hole for raiders.
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McYolo is not online. McYolo
Joined: 31 Dec 2012
Total Posts: 725
07 Jan 2013 06:18 AM
too much to read
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8SunTzu8 is not online. 8SunTzu8
Joined: 30 Sep 2011
Total Posts: 8199
07 Jan 2013 06:36 AM
@Grimy, I think I saw that fort.

Raycast Issue: [ http://www.roblox.com/Forum/ShowPost.aspx?PostID=86386551 ]
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