
We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
First of all I'd like to thank leo for bringing up this topic. It should help me when I continue my supposedly more balanced (with any number of players) and more demanding (diversity of strategies, even micro elements) original line of Desert Strike versions.
Although I want to emphasize that the advertised
1.1b6 (6th beta of 1.1)
is not done yet! There's a nasty bug giving double money to the enemy team when someone leaves. I was in the middle of fixing this bug when my Internet exploded several months ago.
About the specials:I should mention that the
Heal & Repair is largely underestimated. Firstly because it was a bit too weak in the earlier versions (especially as army sizes grew) and secondly because most people don't realize its potential as a mc counter. To effectively use it you have to anticipate when your enemy will use mc and build your heal at the exact same time (max 5 seconds later). This results in your units that are left over from mc not dying and getting reinforced by the next spawn. The healing effect last almost 2 spawns, so you will come out as victor against a mc and have spent less money. Admittedly this is hard to do, but imperative to master.
Also many people complain about the
Broodling not killing air units. The reason for that is that Zerg usually has no problems to gain air superiority, but is relatively weak on the ground. However the games have shown that under some circumstances the good Zerg air cannot entirely make up for this weakness,
so I'm planning to still convert 100% of the ground units to broodlings, but also 25%-50% of the air units to queens (because I like them

). I will have to test the exact number.
The refund for spellsis not a perfect solution but at least a pretty fair one. The reason why it is imbalanced is because when for example in a 1v3 the single player makes a special he can soon after cast another special. Then all of the 3 team could save money, so if they take turns they could cast specials in the same frequency as the single player. So the money is not the problem here when the team organizes itself who's going to save when. The real issue is how often it can be cast: In a 1v1 there is no refund, so both players have wait the full time until they can afford the special (like it's supposed to be). So you see, the more players in the larger team (or both teams, when evenly sized) the cheaper specials get, which creates certain imbalances in game play.
When people say that the bigger team loses this is probably because they don't coordinate themselves properly that there's always one player that can counter the enemy's special.
I was thinking about a system where players can add money to a "bank account" and only if there's enough money on that account the special could be cast. And whenever a player puts money there it is divided by the number of players in its team. When I didn't overlook something this would solve every imbalance concerning the setup dependent imbalances of specials. Please correct me if I'm wrong.
The only thing I don't like about it is that I would have to make some kind of chooser system (dropship, civ, etc.) to allow the players to add money to their teams bank account. This would mean extra controls and thus extra noob confusion, I would have trouble explaining the system to the players (don't overestimate the apprehension of noobs) and it would also make the map seem less elegant. There's already too many (necessary) control mechanisms in there.
Defensive Structures:Bunkers were much stronger than sunkens or cannons. Period.
That's why I already raised the sunken's armor and the cannon's shield and armor significantly. They're also cheaper now. Seems pretty balanced to me now, with all 3 of them having their advantages and disadvantages. Check out the 1.1b6 (6th beta of 1.1) to see for yourself. Feedback appreciated.
Lifting Terran Buildings:It's not an exploit, it's a feature! The idea is that Terran is the versatile race (Protoss the supporter race with spell casters, and Zerg the military race) which can quickly switch strategies. This is to make up for their weaknesses:
- Heal and Repair is only a passive special and if used as a counter hard to time
- Marines die hard vs reavers and lurkers (early until mid game, but this is when games are usually decided)
- Terran is absolutely helpless vs swarms because of bugging tanks
Unit AIs:Well I must say I hate this topic because AIs are so unpredictable. Why can't the sc units just behave like one would expect?
Lurkers: I managed to make them useful after countless experiments and test games. But still several problems remain:
- They stop attacking after like 15 minutes into the game. (I have no clue why that is or how to solve it)
- They don't burrow on their own / they sometimes do, but very rarely (They do burrow when attacked, so this isn't
too bad)
- They unburrow (to engage) when an enemy units are coming into range instead of just waiting burrowed. (Also not much we can do about it without changing the AI)
Melee AIs only seem to
lessen the 2nd problem and nothing else.
Tanks: Obviously another one of Blizzard's faulty unit AIs. They are borderline useless in my map layout because they just won't siege in cramped areas. By the time you have the money to afford them you usually have too many units for them to siege or so few units that they die too quickly. They also tend to go back to their own temple and siege there, but I got that under control with frequent orderings. And it's really a shame because the siege tank is so important for every Terran strategy in sc.
Spellcasters: They are fine now imo. Not always perfect choice of spell or target, but generally they do use their energy. I guess also not much margin for improvements here.
Vultures: They are laying mines now. Not ordering them for 5-10 seconds after spawning does the trick. They are controlled by the melee AI in that time, so they lay defensive mines.
Unfortunately for some strange reason when the middle down player (P3) is present they see him as a priority (yellow and blue vultures alike!) and go there, when without orders which is confusing at best. Ideas?Unit lag and ccmuExceptions aside this is fixed since v1.1. I improved the spawning area and the manner the units leave the temple area.
Also when I detect a certain amount of units (like 600) I only spawn 50% of the units. This works very well, because with too many units balance got shifted and problems with sprite limit arose. This is now postponed to a *much* later stage of the game.
Resource siloI'm a bit worried about losing viable strategies. In queen versions there's usually only one way to go from the start: Build no gas until you got their silo. And in my versions I have fine tuned it so that you can start with units or 1-2 gas or a mix - always dependent on the situation, your strategy and your teamwork.
But still
I will probably add something like those silos and then adjust the balancing again. But this is not before v1.2
anti bs/team banner/anti waste BOOMI do not plan to restrict bsing. Simply because I don't want to add a banner system as it would not fit well into the design. As mentioned above there's already too many inelegant controls.
Anti waste BOOM? Well... yes. At first my viewpoint was that if they are stupid enough to run into the darkened temple area or don't coordinate who's going to use it (double BOOM) they don't deserve better. But I now realize that this harsh policy doesn't add any value to my map, but occasionally kills a game - so I'll change it. I'm also thinking about integrating the banner into the civ:
Unally one of your teammates and the BOOM becomes a BAN and will not die at the temple. Pros? Cons? Hm... or just unally to ban? Probably too direct/harsh/unexpected. What do you guys think?
Add cheese cake while ure at itI will. Thanks for your suggestions.