While it seems to work decently for the RTS. And there we don't really have issue's with stupidity. I wonder if this holds true for my boardgame.

It regards my hobby wargame to begin with.

I reverse engineer the stats. Meaning, I begin with a basic design. There will be a cost, calculated linear. For the units that is.

But then, the factor between the body and weapon are considered. Based on this, the lowest value will get a buff.

Let me give some examples first, before asking the question.

A normal infantry unit has a body of value 50 and a weapon of value 50. The total cost is 100. And the factor of the body/weapon is 1. There is no buff.

A grenadier has a body of value 40 and a weapon of value 160, the total cost will be 200. The factor is 4. We take the square root of this. And multiply the body value by it. So, in a sense, the grenadier will have a body of value 80 instead.

A wall has only a body of value 50. No weapon. The factor is infinite, but this factor would be placed on the weapon. Which is 0. So, it remains 0.

***

The question regards the specialists. Actually, the glass cannons.

I got a little list of units that would cost the same. They are going to cost 1300 each. And are in a sense relatively strong.

Body - BodyReal - Weapon

650 - 650 - _650

490 - 630 - _810

400 - 600 - _900

320 - 560 - _980

260 - 520 - 1040

130 - 390 - 1170

_90 - 330 - 1210

_50 - 250 - 1250

_20 - 160 - 1280

As you can see, the body value declines fast. But the feeling that I have around these glass cannons is weird.

When the weapon value reaches above 1200. The extra damage isn't much. We go from 1210 to 1250 (+40) and then 1280 (+30).

The Body value is -40 and -30. But the BodyReal value would be -80 and - 90.

While declining fast. In the last step, the design value goes from 50 to 20. Or a -60% decrease.

The BodyReal value would actually only losing 36%.

Another way to look at this is:

90 to 330 is a factor 3.7

50 to 250 is a factor 5

20 to 160 is a factor 8

This still feels wrong to me. Does it feel wrong to you?

You could imagine that the weapon value divided by 10 is the actual damage in the game.

What do you think? How should I encourage players to pick the last design and not the one 2 prior.

Should I find a way to increase the damage value as well? But by how much?

Whohaaah, lots of response there!

I should addres certain aspects first.

1.

The cost of 1300 is simply due to having nice round numbers.

1+1=2

1+4=5

1+9=10

4+9=13

1+25=26

1+49=50

1+64=65

49+81=130

I happen to know these out of my head. All numbers are powers of 2. And added up gives a number that fits an X number of times in 130.

As for multiplying it all by 10 would be due to the way of me designing the game.

1 basic health (at movement speed 2) is worth 10 in that game.

I am sure that you understand now, that the 20 value was originally like 2 health. And a simple rifleman already had roughly a 40% chance in sniping this unit. Imagine what 13 of those rifleman could do.

Now then, the modification would be 160, thus 16 health.

2.

Most games have their units categorized like this:

Normal units are 1:1 in their stats.

Support units are 1:root("H/D-ratio").

Glass cannons are 1:"H/D-ratio".

Let's say that the ratio is 9.

The normal are 1:1, support are 1:3 and glass cannons are 1:9.

This is only my viewpoint from analysing it all.

I know that you said 1 hp for a glass cannon. It is actually roughly 1 hit for sniping it on equal value. So, a 1300 glass cannon would be a glass cannon versus a 1300 costing tank.

So, any health is possible. And players often think of the siege tank of starcraft as a glass cannon in certain situations. Just to give you an idea.

3.

I didn't mention that players would NOT be designing their own units.

They are NOT designing the units.

I am still experimenting. And seeing this power shift. I don't think they should be designing. I will give them the options.

4.

Your math is correct!

Just wanted to mention that.

In my bed, I thought of another way to see these numbers. In the board game the cover mechanic still holds. So, the pairs total damage and survivability also count. I meed to compare these to the original concept.

And this should show why I only adjust 1 portion of the designs.

Main objective is still having a good choice for the players.

I meed to go now. But in 12 hours (earliest) i will put the list of efficiency of the pairs.

Thus a 650-650 with a 650-650.

Compaired with for example a 50-1250 with 1250-50.

Cheers!