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perfectpencil
9th Mar 09, 3:32 AM
I know every other tutorial will help you create your mod, but this one will help balance your mod. I'm hoping this one can help you make a good mod and not a cheat mod. After playing a good portion of the mods a lot of people have made, I've realized they break the balance of the game and made it much easier and less rewarding. So, I'm going to write a tutorial with some game design theory to help everyone make epic mods.

DISCLAIMER: THIS TUTORIAL APPLIES TO ALL MODS WHICH CAN BE DEEMED "NEW CONTENT". IT IS WRITTEN UNDER THE ASSUMPTION YOU ARE CREATING A MOD WHICH IS MADE TO EXTEND THE EXPERIENCE OF THE PLAYER. IF YOUR GOAL IS TO CREATE A MOD WHICH MAKES THE GAME EXTENSIVELY EASIER OR PROVIDE SHORT CUTS IN GAMEPLAY THEN YOU DON'T NEED TO READ ON.
(note: I've made mods for at least 6 titles over the past 10 years, as well as work on 2-3 commercial games as a designer or as an artist. Most of this tutorial talks about basic concepts which neither are required to grasp. Since I am not a programmer by nature, I'm hoping to present this tutorial in a way which can be easily understood by just about anyone)

Before we begin, a few things are assumed in this tutorial.
1) The game is balanced enough to work off of as a standard.
2) Mods which extend Game play step forward in difficulty, not backward.
3) Your mod is meant to have a lifetime long enough to warrant playing through the campaign from start to finish with it enabled.
4) Not all mods are made the same, but good ones are utilized long after they are made.

Lets start...



Step 1: Identifying your mod's goals

You want to make a mod that does X,Y, or Z and you can't wait to dig into the game files. First thing is to identify the exact goal of your MOD and pinpoint the changes needed. Lets say all you want to do is give Force Commander 2 subordinate units making him into a squad. That's a good place to start, but you need to balance anything you do to your marines to your enemy squads. If you don't intend to balance your mod, you end up with a cheat. Also, to reiterate, if your goal is to make a cheat, none of this tutorial applies to your project, although I encourage you read on regardless

Step 2: Balancing your idea

Think of the game as a sea saw, in perfect harmony with equal weight on each side. It lays flat even though only the center is actually touching something. Your idea, is effectively going to change the balance and put weight on one side, so to keep the balance you need to add something to the other. If your idea is simply adding units to your marines, you need to add a few units to your enemy squads. Why exactly you do this leads us to step 3...

Step 3: Understanding why

This is really important to know, because if you don't understand the difference between creating a balanced mod and a cheat, you will never understand why your finished product isn't recieved as you wish it to be. First remember the game was designed by professionals who had a host of people helping them get it right. As such, you need to realize there is a reason for everything they did. Anything you do to upset this balance actually becomes detrimental to the player (aka, the difference between new content and a cheat). If you add to space marines, you lower the over all difficulty of each battle and effectively lower the difficulty of the whole game. A player who is looking for a new experience is more likely not looking for an easier game, but rather a follow up to their previous game. In most cases this equates a more challenging game. On the other hand, if you make the game too hard you stand possibility of frustrating your player and making them uninstall your mod and going back to the stock game or trying someone else's mod. In both cases your outcome did not equal your goal. You can avoid this problem however, so read on.

Step 4: Implementing your idea

Almost anything you have planned not only can work, but it can be as awesome as you want it to be. You just need balance it out and it will make a rich and dynamic experience for the player

To start, you need to take your planned change and set it on that sea saw we mentioned earlier. The weight it gives can be broke down to %'s in most cases, so you only need to increase the enemy by that same percentage to get things working right. Lets say you increase the squad size of each of your squads by 1. This jumps your over all deployed marines from 12 to 16, resulting in a 30% damage increase. You can either raise enemy squad size by 30% (rounded up) or raise their damage output by 30%. Either scenario will restore equilibrium and make it fun to play while still being challenging and rewarding. The easiest way though, is to simply reduce the health and damage output of your newly enlarged squad to keep their output the same as before you added a unit.

Some mods however don't fit this basic formula and won't balance as easily. However anything you do to your marines, you can do something to your enemy to equal the changes. If you want force commander to wear an iron halo in terminator armor, you can calculate his general life expectancy and increase your enemy's output by that percentage, or increase their life expectancy by the same. This is tricky since force commander only gets the armor near the end, so you need to reduce the increase to your enemy squads. Ideally, you want the increase to only take place once terminator armor is acquired. You need to be creative here, since the changes you make do cause the game to be easier, and you want to keep the difficulty the same or slightly harder. Easier gameplay falls under the category of a "cheat" and is not the goal of this tutorial.

Step 6: The Good, the bad, the Ugly

You'll either love this tutorial or hate it based on this step, because chances are your idea fits into one of these categories. Rest assured though, anything you do wrong can be fixed, and anything you do right can be awesome. So lets start with the cheats, then move to the progressive mods.

Mods that count as "Cheats"
-Anything that increases the size of your squads and that's it. Since I have used this as an example earlier I won't go into detail, but increasing your numbers increases your life expectancy and damage output, lowering the difficulty of maps. Over all a good MOD doesn't make the game easier as it reduces the amount of strategy, tactics and critical thinking involved. Unless your goal is to create a tutorial campaign, you want to keep the difficulty up.

-Anything that increases the damage of your squads and that's it. Much like above, by making your marine's kill faster you lower the difficulty and speed up the entire game. Ideally you want the player to be more challenged not less.

-Anything that breaks armor/weapon/accessory requirements. Unfortunately this is one of those things that is so difficult to balance that it is best not to mess with it. There is a very good reason your level 1 Force commander can't wear lvl 20 terminator armor: it ruins the progression of the game.

-Anything that increases item drop rate or gives players armor flat out. Another one of those things that is impossible to balance, so i don't recommend it. If you increase the drop rate of items, you decrease the player's need/desire to do optional missions. Optional missions increase the difficulty of the final mission and make the end more rewarding (as well as increasing the final score and honors). Worst even, if you just give the the player everything at the start, there would be no need to play any mission aside from the one's required to advance the story. The player would beat the game in 3 hours and feel cheated.


Good / Progressive MOD ideas
-Anything that changes a cosmetic value of the game, from a change of unit colors/species to changes to the UI. Generally speaking, if you are just changing the way things look you don't mess with the difficulty balance at all. These MODs are almost always accepted with open arms by the fanbase.

-Any increase made to your marines size, damage or effectiveness that is accompanied by an equal increase to the enemy races. This is where most mods will fall, or need to. Whatever you want to do to your marines can be done to your enemy to keep the game challenging. So if you have a balanced mod it will have high replay value and players will want more releases by you.

-Any slight increase in difficulty. Not something you would expect to be listed in the good ideas section, but if you increase the difficulty of the game this can be balanced by the player himself and how he approaches each battle. The reason there are 4 difficulty levels is for when you beat the game on normal your next impulse is to try it on hard. If your mod is the jump from hard to expert, you're making something experienced players will enjoy. As long as you are careful to not make the leap from normal to impossible, your mod will be well recieved.

-Anything that forces the player to use new strategy in combat is a great idea. From lower squad size or fewer deployable squads, to different commander traits/special abilities or even new abilities for the enemy. If you keep your player on their toes, you create a fun and challenging experience. If you are changing the way the player applies tactics you will create a mod that allows them to see the game with a fresh perspective.

-And lastly, anything that creates a whole new story. If you are making new maps, and a new tale to be told, your idea is destined for success. The fact is, there are only so many times people can play the same campaign or map, by creating new content for them, you extend the life of the game. As long as you do it without adding the above cheats, you're going to be in great shape.

Step 7: Conclusion

Over all, every mod has potential for greatness. All you need to do is balance your addition with an equal addition to the enemy and you will keep things fun and playable. If your mod simply makes the game easier, it's just a cheat. It is pretty simple when you think about it, if someone is considering a mod, they probably have already beaten the game and want a new experience. So give them a good one.

For more ideas, below I have a few examples of balanced alterations. They add desired features while still maintaining a level of balance.



------------------


Examples


More item drops. Fairly simple change here, if you want to increase the rate in which items drop, you simply need to reduce the amount of additional XP the player gets for dumping items by the same %. 50% more items = 50% less xp for dumping items. This is still a beneficial mod since it helps players find appropriate items, however you aren't ramping up the rate of XP they gain and as long as items still have level limitations, players will be forced to use items appropriate for their level.

Stat increases. This one is rather tricky. Because the intended point gain goes hand in hand with enemy damage output and toughness. By increasing the points gained by even just 1 per level, you push your squads to level 20 output by level 15. This notably reduces difficulty. However there is a nice trick to this. If you increase the rate of XP gain, you effectively allow the player easier access to stat points to spend, while allowing for enemies to level up with the player. I recommend increasing the level cap to 30, and increase XP gained by 150% as well as the increasing the max stats per trait by this same percentage. With this, you should see players max out at about the same time they would be fighting the final level.

Deployable Squad increases. Lets say you want all 5 squads to be playable. Since you're increasing squads from 4 to 5, you just need to make enemy squad sizes 125% larger. usually adding 1 unit or so. This isn't prefect since the benefit of an additional squad far outweighs the effect of one extra nid per group. You might want to experiment with instead increasing the damage output and health of enemy squads by 125%. You will need to test this to see which method works better. Remember, increasing squads mean you add one extra unit to raise commanders which does a lot more to the survivability of your mission then you probably realize.

Deployable Squad Decreases. This is something which increases difficulty by a fairly large margin, for two reasons. First, force commander must be one of the two deployed squads and second, the possibility of failing a mission is higher due to less chances to raise fallen commanders. However you can compensate for this by granting an additional few stat points at lvl 1 to give them a "leg up" on the competition (5-10 sounds about right), and turn force commander into an actual squad with 2-3 subordinates It may also be recommended to increase the accessory slots by 1-2 to allow more items to be equipped, as well as turning each member of as squad into more of a unique soldier with unique weapons. I don't recommend increasing stat points per level (for the same reasons stated above) however the extra points at the start give your squads the boost they need to beat the difficulty curb.

Enemy squad size increases. This is one of the few things you can change that really can be left alone. The player himself will balance this with tactics. However, there is something you can change which will better allow your squads to handle the increase in enemy numbers if you want. Since squads stay together, explosives/splash damage do a lot to destroy them. Depending on how much you are increasing squad sizes will mean a few different things but, by boosting either your explosive damage or recharge time you can effectively give the player the tools to meet the challenge. Even a small change like having Tarkus' grenade ability effect flash grenades as well will do more then enough to even this out.

Valtonis
9th Mar 09, 4:03 AM
that just smacks of total arrogance and elitism
seriously, why are you listing your opinions as if they are fact?

your so- called bad ideas might not be what other people consider bad ideas.

your goal and motives for making a mod is different form what someone else's are.

a person might WANT to make the game easier, go through it faster, have the SMs be totally invulnerable gods, they want all the equip at start and use them at the start as it makes the game more fun for them.

who are you to say that that is BAD?
and the mods that people have made are made for themselves to enjoy.
they only chose to share it with the rest of us.

If you don't like it don't use it.
don't use your own opinions as factual statements

perfectpencil
9th Mar 09, 4:08 AM
:spartaaa: I was expecting that.

Bare in mind a good mod has replay value. A good mod is also something that enhances the play experience (note, "enhance" as in to create an experience which causes their over all enjoyment level to rise, not fall. "cheats" are great, but they lower the over all enjoyment of winning, so are listed as BAD). It is something that someone will not only want, but enjoy. It isn't an opinion it is what you learn when you study game design. I tried to add some comedy to my wording, maybe it came off wrong. I'll rewrite those sections without it, since it offensive.

edit: all finished editing it. Should be less offensive to people who want cheats.

Octopus Rex
9th Mar 09, 5:28 AM
Huh. I didn't think tabbed indents worked on these forums. Go figure.

As for the post:

1. All good points and it clarifies things to see them concisely laid bare, but if I'm honest most of that is pretty obvious, you don't need years of experience or a degree to figure it out. Yeah, those points might seem to escape some people, but I don't think that's the whole story...

2. You're working on the assumption that the game is balanced as it is, people may disagree. (but that's a minor issue of course, you've got to working with something as your baseline). Many changes are not such clear-cut and simply need to be played the hell out of and re-balanced heavily by a team. This is not possible for many people, and usually not necessary (See below).

3. I think it's more the use of the word "cheat" that has connotations of offence than anything else. People don't necessarily expect their mod to be serious and competitive when they mod, but there's other reasons to mod than that. I don't think the people downloading the mod are under any illusions either, so it's not really an issue. Am I "cheating" if I intentionally skip to the last page of my book?

4. Modding is very new for DOW2 and unsupported by the developer. At the moment the community is just figuring what it can and can't do. To some extent people have to find out what the tools can do before they can know what end they use those tools for, though knowing the end first can make you really push the tools.

5. In addition to 4., people frequently mod for themselves, uploading simply to share if people want and so people can learn if they want to copy the effect.

Overall: a noble aim for sure, to raise the quality of peoples mods in general. But this raises questions with regard to modding as a whole: do people really stick with mods? Or do they play them a little while and move on? What's the point of spending an age balancing a mod if there's not going to be a huge community around it? Small tweak mods will basically never develop a community, that remains the domain of larger balance, revision and/or new content mods.

Lastly, with regard to your credentials: it is still your opinion. It can be a very well informed opinion that is shared by many for sure, but in the end any credentials are meaningless and the quality of your advice should ultimately sell itself. - to avoid more confusion, this last bit refers to a piece that has been edited out

perfectpencil
9th Mar 09, 6:10 AM
Good points Octopus. I'll keep revising the tutorial to hopefully encompass more mods then just "new content" type mods. As valtonis has stated, exact wording is an extremely sensitive subject.

darkelf
9th Mar 09, 6:38 AM
Just to add a bit to your balancing, if you increase the size of your squads, you could always balance that by making each marine weaker so the overall health/damage output of the squad is the same.

perfectpencil
9th Mar 09, 6:39 AM
That is a great idea dark elf, i'll add that in.

Copernicus
9th Mar 09, 7:10 AM
I think that this Tutorial is a great addition to all the HOW-TOs! You're the first one dealing with gamedesign / balancing in a tutorial and I really appreciate this!
Now, about this "it's still your opinion"-point: Well, one can't write a tutorial about this topic without having his one opinion somehow included - and even if you disagree this post will be helpful; maybe it helps you to understand why other mods are designed the way they are...

And to you, Valtonis: If someone wants to create a "cheat-mod" then he won't read this tutorial for sure :D.

As said, GREAT job perfectpencil, it would for sure be interesting to have some more tutorials about gamedesign and such stuff! :)

Octopus Rex
9th Mar 09, 7:13 AM
Now, about this "it's still your opinion"-point: Well, one can't write a tutorial about this topic without having his one opinion somehow included - and even if you disagree this post will be helpful; maybe it helps you to understand why other mods are designed the way they are...Not quite who that's directed at, but I'm guessing you didn't see it before the edits? :)

Copernicus
9th Mar 09, 7:19 AM
No, I unfortunately didn't see it before the edits, I'm only referring to what I can read right now ;).

Clonesa
9th Mar 09, 11:23 AM
Maybe this should be in the how to forum? In any case I think your heart was in the right place, but the community isn't really at a point where this is relevant. People are still tinkering, at this point, any mod is a good mod :P Only Fuggle and Copernicus have got mods w/ genuine new features going and those are still very rough. I'm hoping to add myself to that list soon :P Until the art format is cracked and advanced SCAR knowledge becomes more widespread this stuff is pretty far from people's thoughts.

SA_Ka_20
9th Mar 09, 1:19 PM
Just to add a bit to your balancing, if you increase the size of your squads, you could always balance that by making each marine weaker so the overall health/damage output of the squad is the same.


You have 4 guys in a squad... each with 50 HP, a nade land between them blow up and deal 40 dmg in the area. Your 4 guys are left with 10 HP.

Now you add a fifth guy in the squad... to "balance" you give him and his other comrades 40 HP ...(5x40 = 4x50 = 200HP for the squad).
The very same nade land in your 5 guys squad... none of them survive.

There's lots of things to take into account when balancing... and most people just ignore them... because they don't think about it or just because of lazyness ("professionals" included).

edit : OMG just saw i wrote "had" instead of "add" :/

XViper
9th Mar 09, 5:39 PM
Gah, its not easy to simply quote a post in here is it?


You have 4 guys in a squad... each with 50 HP, a nade land between them blow up and deal 40 dmg in the area. Your 4 guys are left with 10 HP.

Now you had a fifth guy in the squad... to "balance" you give him and his other comrades 40 HP ...(5x40 = 4x50 = 200HP for the squad).
The very same nade land in your 5 guys squad... none of them survive.

There's lots of things to take into account when balancing... and most people just ignore them... because they don't think about it or just because of lazyness ("professionals" included).

This is exactly the kind of thing I'm trying to consider for my mod, as I'm going to be increasing squad sizes but decreasing HP to keep it balanced. Keeping things balanced certainly isn't an easy thing to do.

AcheronNS
10th Mar 09, 8:07 AM
@Granade issue: thats why aoe effects might need slightly nerf when increasing squad numbers.

And to OP: your suggestion is true only in case, if current system is balanced. It is not, so your post is moot.

stranger
10th Mar 09, 12:31 PM
The fact that the system might not be perfectly balanced is no excuse to forgo balancing on your side. Unless you want to end up with zero replay value.
Not to mention that even the 'unbalanced stock game' is still most of the times better balanced than some mods that'll pop up around it.

So no, the OP is not 'moot'.

Yamaeda
10th Mar 09, 12:39 PM
@SA_Ka_20
The squad size and lowering of hp is how i've started out. I'm well aware of the fact that it makes AoE better, but as i'm not lowering standard damage i think it largely evens out.

My whole point is also to make marines slightly more human and numerous (there shouldn't be a 2:1 factor between marines and Shees).

And referring to the OP, it'll make the game slightly harder over all and thus better. ;)

/Y

supr3mekill3r
11th Mar 09, 12:21 AM
I really don't see the point of this thread.


Any increase made to your marines size, damage or effectiveness that is accompanied by an equal increase to the enemy races. This is where most mods will fall, or need to. Whatever you want to do to your marines can be done to your enemy to keep the game challenging. So if you have a balanced mod it will have high replay value and players will want more releases by you.

Like this, common sense. Anyway I don't think any one person here is the judge of what to do or what not to. I can do whatever I feel like and upload it if I chose to. Give feedback or suggestions, not rules, because you don't have to use anyone's mod, and they don't need to make them.

perfectpencil
11th Mar 09, 2:06 AM
I would like to remind you all of a few things.

1) I'm going to update this tutorial with more specifics as they come along.

2) Just because you think it is obvious, only means it is obvious to you. It may not be to someone else, in fact there is a good chance it isn't.

3) Just because you're "allowed" to make and distribute whatever kind of mod you want doesn't mean people shouldn't be allowed try to better the quality of future mods. YOU can do whatever the hell you want, but some OTHER people might find this tutorial useful. It deserves to exist as much as whatever you post.

Hägar
11th Mar 09, 6:45 AM
Regarding balance and squad sizes:

If you increase squad size, it becomes harder to find cover for all of your marines; also, if they find cover, it's quite possible some will find it where they cannot shoot at the enemy.

Conversely, if you lower squad size (which few people seem interested in, apart from me; damn shame :)), finding cover becomes easier, and you're almost guaranteed all of your marines have the enemy in sight and in range.

perfectpencil
16th Mar 09, 8:07 PM
Added a few examples to the bottom of the tutorial. More examples will be coming as I figure out methods of balancing them.

Wildcard84
18th Mar 09, 5:47 PM
@perfectpencil: One topic/example(specified to dow2, so that people reading these forums could see the connection) you could cover is about adding a whole new unit(s)/squad. Whats its role is, is there other squads similar to it in other factions, at what tech level should it available and so on..

Personally i find this kind of topic interesting (although most of the things in your first post i have managed to understand by myself), since iam making that imperial guard mod, and have added lots of new features, like buildable & garrisonable bunkers, command squad with purchaseable command staff that grant abilities to the squad etc.

For my goal is to get as much loyal mod to fluff as gaming allows, but there are still things i have to wrestle with conserning balance, to make the mod as enjoyable as possible and this is where topics like this comes handy.

so keep up the good work!

-Wildcard-

DeusImperator
26th Jul 09, 2:48 PM
This is just an opinion about "what mods do I think are good". I'm not sure it should be in this section, I think the general discussions might be better.

Pocktio
26th Jul 09, 3:19 PM
One could always offset squad size increases by increasing enemy squad sizes and/or spawn rates.

Also to those complaining about 'elitism' or how he's stating his opinions like facts re-read the thread title. It's about balancing mods everything in the OP will be about keeping the game level and fair for both the player and enemies. He's entirely right in saying mods are good/bad on a balancing viewpoint, a balanced mod is bad if its not....balanced is it?. So if you don't like your mods like this why are you reading a thread about balancing them?

Tarak
18th Aug 10, 5:14 PM
Good points there.
The point in balancing is that you should keep up the fun and motivation part of the game. You can easily ruin that by mods.

Try to bend rather to break something at first!
The professional game designers aren’t usually doing such a bad job after all. It often just needs some kicks and punches here and there.

Oh, and don’t forget to play the game while modding!
You can easily get lost in the files, and in the end you will loose interest in the game.