Editing Cold Takes/2 - Quant's Rule
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− | {{ | + | =Cold Take #2 - Quant's Rule= |
+ | {{DISPLAYTITLE:<span style="position: absolute; clip: rect(1px 1px 1px 1px); clip: rect(1px, 1px, 1px, 1px);">{{FULLPAGENAME}}</span>}} | ||
+ | Posted {{#formatdate:16 Dec 2023}} | ||
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{{quote|Buff strengths, nerf weaknesses.|Quantum, Lead Developer of Complete Annihilation (CA)}} | {{quote|Buff strengths, nerf weaknesses.|Quantum, Lead Developer of Complete Annihilation (CA)}} | ||
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Original Total Annihilation was towards the "zany but imbalanced" side of things, with tonnes of units, but few that turned out the be viable. Many games were like this in the late 90s. You might say that viability is only a concern for hardcore competitive players, but we think it matters for anyone who really wants to puzzle out the game. In other words, to strategise. No matter the game mode, it is a bit disappointing when the unit roster effectively shrinks as your understanding grows. Some TA mods tried to address this with balance overhauls, and Complete Annihilation comes from that lineage, so the question of how to balance many units was front of mind. | Original Total Annihilation was towards the "zany but imbalanced" side of things, with tonnes of units, but few that turned out the be viable. Many games were like this in the late 90s. You might say that viability is only a concern for hardcore competitive players, but we think it matters for anyone who really wants to puzzle out the game. In other words, to strategise. No matter the game mode, it is a bit disappointing when the unit roster effectively shrinks as your understanding grows. Some TA mods tried to address this with balance overhauls, and Complete Annihilation comes from that lineage, so the question of how to balance many units was front of mind. | ||
− | [[File:Lance laser.png | + | [[File:Lance laser.png|Lance laser example.]] |
Take Lance as an example of Quant's Rule in action. Earlier this year it was identified as a bit too powerful, so needed a nerf. As per Quant's Rule, its weakest aspects were the first candidates for potential changes. We kept those candidates in mind while discussing and reviewing replays, watching for ways to make them worse that would affect its overall performance, without making it feel terrible to use. Other attributes may be nerfed, but not its main strengths, so Lance was extremely unlikely to lose any of its impressive burst damage. In the end Lance was mainly nerfed on cost and reload time, which are both significant weaknesses, with minor nerfs to range and speed. | Take Lance as an example of Quant's Rule in action. Earlier this year it was identified as a bit too powerful, so needed a nerf. As per Quant's Rule, its weakest aspects were the first candidates for potential changes. We kept those candidates in mind while discussing and reviewing replays, watching for ways to make them worse that would affect its overall performance, without making it feel terrible to use. Other attributes may be nerfed, but not its main strengths, so Lance was extremely unlikely to lose any of its impressive burst damage. In the end Lance was mainly nerfed on cost and reload time, which are both significant weaknesses, with minor nerfs to range and speed. | ||
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There is a subtlety to Quant's Rule that highlights the difference between balance and design. A designer is like an architect, with a high level idea of how units should feel and interact. The balancer is like a builder, implementing the details of a design, finding numbers that make units behave as they should. The same people often do both jobs, but the mindsets are different. Quant's Rule is a guide for those deep in the weeds of balance, where things are made much simpler by not having to simultaneously think like a full designer. | There is a subtlety to Quant's Rule that highlights the difference between balance and design. A designer is like an architect, with a high level idea of how units should feel and interact. The balancer is like a builder, implementing the details of a design, finding numbers that make units behave as they should. The same people often do both jobs, but the mindsets are different. Quant's Rule is a guide for those deep in the weeds of balance, where things are made much simpler by not having to simultaneously think like a full designer. | ||
− | [[File:Speed vs range.png | + | [[File:Speed vs range.png|thumb|Speed vs Range.]] |
As a design principal, Quant's Rule is about giving units space to be unique. Consider the design space | As a design principal, Quant's Rule is about giving units space to be unique. Consider the design space |