Hero Mages

Developer Diaries => Game Design => Topic started by: Ross Przybylski on February 06, 2010, 06:39:49 PM MT

Title: Battle Simulator v1.0
Post by: Ross Przybylski on February 06, 2010, 06:39:49 PM MT
https://www.heromages.com/battleSimulator/BattleSimulator.swf

In an effort to more effectively balance the game play of Hero Mages, I’ve created this handy tool that allows you to simulate mock battles between the game’s characters.

Instructions:
1.  Select Heroes from the two combo boxes to populate the unit data cards on the left and right side OR type in your own unit name and tweak the unit’s attributes and abilities accordingly. 

2.  Click [Fight] to have the computer run 10,000 battle simulations between the units and report average wins and damage.

3.  You can set the unit presets between v1.2.1 (current game rules) and the tentatively titled future release v1.5 to see how I’ve already started rebalancing many of the units.

4.  Report your findings here in this forum post so the community can discuss and debate new ideas.

Things to Keep In Mind:

Attributes and Abilities Explained:
Title: Re: Battle Simulator v1.0
Post by: diesbudt on February 07, 2010, 04:45:08 AM MT
My findings so far from the battle simulator:

At 15+ Def. a Point of Def is worth more than HP in survivability.
At 13- Def. a Point of HP is worth more than Def in survivability.
At 14, they are about even.

I noticed that you said in 1.5 the precision will be changed? If so Im fine with that change, I was going to suggest dropping it to 3 otherwise, because it is equivalent to a permanent cripple ability. And seemed too powerful.

Also, a suggestion i have, take all the units at their 1.2.1 stats, Add 1 Hp to them all, than add the changes you have in 1.5.  This will ensure a more "survival" game, with still decent offense since it seems majority of units are losing defense. (and we all know how fast I am at spiking units, and with the defense changes...)

(I.E. Reducing the Sami to 15 def with 5 hp (along with reaver now) makes them too easy to snipe at a distance through spells and rogue. 16 def for 5 worked fine. or 15 for 6 life (as stated 1 life is less of a bonus at that def. than 1 more def.), but not 15, 5. {Especially since the sami seems to drop to 2 STR, making his attacks only hitting aprox. every third turn on units that matter, if he lives.})

Edit1: I just read you are re-evaluating the Psionist's mind control. Depending how much you change it, you may have to give her something in exchange. That is the only real ability she has, and especially in 1.5 when all units def. but just a few will be 14 or less. Meaning, her "rogue" attack that costs 1 card, is less useful than a free rogue attack, and with her defense and offense being horrible as it is, she will become a unit never to see the light of day.

I was also thinking, maybe instead of the FM's passive 10 valor ability be +1 to whatever enhancement is on the target, make it so if an enhancement is on the target they get +1 attack (per enhancement) on them.

-This would mean that the dragon fury and armor cards wont give that extra armor, along with giving the shield card a possible offensive property.
-And this will make the cripple card from being so devistating with 1 more armor reduced no longer on it. (The +1 attack would leave at end of turn anyways, so you wouldnt have to worry about the opponent to use the +1 attack if the unit survives, unless it is a reaver.)

Edit2: Also interesting idea's thought before and discussed with some people is:

-Link all 3 units, currently the game is very much based on a the hero. In a duel 19/20 times the person to kill opposing Hero first wins. (Ex. If hero dies both guardians get +2 STR, +2 DEF, and +2 life {Undispellable}, and may move 6/7? spaces) This will discourage some Hero-zerking (Using everything, even your hero into open to make sure your opponent's hero die in 1 turn) as the guardians could become powerful enough to even the scores.
(Or you could give them +X/+X/+X where X is the number of opposing heros alive in the game, and they can only get this ability while their hero is dead and an opposing hero isn't.)

-I liked an idea you posted while back. I think you should merge unsummon and dispell together and give it 0 mana cost and have 2 in the deck. I find myself throwing unsummons away too often (not always though). And with a 2nd dispell, it will make the shield card not as a good idea to trust the risk of putting a hero in the open.

-Maybe give the heros another ability around 25/30 valor (All heros have same ability)
{Revive}: 2 Discards and Lose all your mana you have left for the turn. (Revive last guardian to die on an adjacent square with 1 life and a shield spell on them.)  Something along those lines.

-Reduce demonic lash to a +1 damage spell, not +2, as it is already too incredibly powerful for only 1 mana, especially with the reduction of defenses.

-Also the samurai, an idea change, unless you are very partial to the +damage he can do, you can change his Strength to 4 and his passive to:

{Weapon Finesse}: Passive: If the first attack of this unit's doesn't hit. The samurai gets +2 Precision and can attack again.

(basically, this means the samurai gets to attack a second time if he didn't do any damage on the first attack, also giving him +2 precision on the hit also, to help a bit.)
Title: Re: Battle Simulator v1.0
Post by: helpicantfly on April 11, 2010, 09:51:14 AM MT
are you going to adjust this to the new settings ?
Title: Re: Battle Simulator v1.0
Post by: Ross Przybylski on April 11, 2010, 03:45:12 PM MT
Good call out, help!  Yes, we will.