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Concept Sheet:
So I'm about to start digging into the mechanical development of characters in my game, and started thinking about how to balance them. I created the above chart in an attempt to make it clear to myself how the balancing in my game (Specifically between player-characters) is going to work. I'll state my reasoning for making the chart, then briefly go over my thought process and some of the issues I encountered.
The core reason I needed to make this abundantly clear for myself was the fact that many of my characters use combat systems unique to their character. I intend to make this as intuitive as possible, and I wanted to be prepared for the fact that balancing between different combat systems will be problematic. The chart attempts to make it abundantly clear where a characters strengths and weakness are so that I can build the flaws and benefits into the systems where ever possible.
The parameters are fairly straight forward, but the layout may be difficult to follow at first. The four major parameters (Attack, Utility, Defense and AoE) are the core benefits, if you lose out slightly in utility, you gain something in area of effect and vice-verse. The sub-parameters (Simplicity, Complexity, Fast and Slow) are where most of the finer balancing occurs and are not completely linear but more of a guideline.
Simplicity and complexity refer to user skill and knowledge requirements. A character with high simplicity can generally just use anything and hit the target with minimal additional input or risk, while a character with high complexity may be able to follow up a skill with a combo or spell based on user input - however it may have associated risk, for example - it may be an element that heals your enemy. Or it may have a turn-based penalty if you fail your input.
Fast/Slow refer literally to the users opportunities for action. High speed allows the user more turns and higher priority.
Lets take RAE for example, she is an elemental melee fighter with a high focus on single target combos. As a result she misses out on a lot of AoE damage, but her single target damage is very high. She falls just below the average speed line (Drawn diagonally from complexity to simplicity) but her ability to change her elemental damages on a whim gives her high utility. The result is that she is a complex, offensive and versatile character with almost average speed who suffers from low AoE damage and requires high user-knowledge and/or additional input from the user for optimal use.
The real point of this is to make all characters viable options, and assist in building the character skill lists more effectively. I struggled a little on defining some of the parameters - AoE and Utility as opposites bugs me a little - but I think if I stick true to it I will have a fairly effective balance.
You'll notice Fade in the center. The main character. In my mind, a perfectly over balanced pivot for balancing everyone else. He is supposed to be good at everything, and he is the only character who is. You want players to want your main character in the party. Otherwise it can be frustrating for them.
What do you think? How do you go about making characters balanced and preventing your biases from affecting your design?
Would you use this system? What would you change about it?
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