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Does this seem balanced

Started by August 17, 2019 10:19 PM
4 comments, last by Mosker 5 years, 3 months ago

Im making a first person shooter and would like input to see if these stats seem balanced. The shotgun would obviously shoot more than one but my co-worker feels that the damage should be per gun not per ammo, i feel differently

 

AmmoTypes["9mm"] = new Bullet(){
            Velocity = 380,
            headDamage = 100/6,
            bodyDamage = 100/9,
        };

        AmmoTypes[".45 ACP"] = new Bullet(){
            Velocity = 460,
            headDamage = 100/5,
            bodyDamage = 100/7,
        };

        AmmoTypes["5.56"] = new Bullet(){
            Velocity = 992,
            headDamage = 100/4,
            bodyDamage = 100/6,
        };

        AmmoTypes["7.62"] = new Bullet(){
            Velocity = 850,
            headDamage = 100/3,
            bodyDamage = 100/5,
        };

        AmmoTypes["12 Gauge"] = new Bullet(){
            Velocity = 460,
            headDamage = 100/2,
            bodyDamage = 100/4,
        };

        AmmoTypes["20 Gauge"] = new Bullet(){
            Velocity = 450,
            headDamage = 100/3,
            bodyDamage = 100/5,
        }

You can balance shotguns by keeping the damage per bullet, but adding in bullet spread, and distance fall-off. The gun becomes more effective close up, unless you're adding in a choke to increase accuracy and range.

Programmer and 3D Artist

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Missing from your data model:

  • Different ammo for the same gun. Most importantly for shotguns, which offer a meaningful choice between a single slug, medium balls, small balls, and many special loads. Pistols can have hard AP bullets, soft bullets that cause worse wounds, or anything in between.
  • Multiple bullets for the same cartridge, required for realistic shotgun spreads, As observed by Rutin, spreading shots in a wider or narrower pattern depends mostly on the gun.
  • How much the bullets drift away from an ideal trajectory, important for aiming accurately at long range and rewarding rifled barrels..

Omae Wa Mou Shindeiru

It can be difficult to determine balance from numbers/stats alone. Balance is often determined in balance playtesting. If there are just the two of you and you have different opinion as to balance, a session with impartial playtesters should help sway one or both of you. There are two Extra Credits videos you both should watch on YouTube: "Playtesting - How to Get Good Feedback on Your Game" and "Understanding Your Player: Play Sessions - How Will People Play Your Game?"

A paper prototype can be a useful way to go if A-B testing with your software is impractical. 

-- Tom Sloper -- sloperama.com

16 hours ago, reverseslayer said:

Im making a first person shooter and would like input to see if these stats seem balanced. The shotgun would obviously shoot more than one but my co-worker feels that the damage should be per gun not per ammo, i feel differently

 

Related question: does the pacing, nature of the shooter lend itself to the player wanting and needing to pay attention to such items? Are you at the Borderlands/Doom end of the spectrum or something much more tactical--where ammo may be precious, stopping power, body armor penetration, shot location, etc. are all critical factors. 

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