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  Weapon Balancing Based On Gameplay Situations (Part Two)
by Daniel Helbig on 07/05/09 04:32:00 pm   Expert Blogs   Featured Blogs
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  Posted 07/05/09 04:32:00 pm
 

  (This article is a repost from my personal blog at www.rationalgamedesign.com)

 

Weapon Balancing

Hi and welcome to the second part of “Weapon Balancing based on on Gameplay Situations” series. If you missed the first part you can find it here. (I also updated the resource list). In the last part I described that weapon balancing can be divided in eight single steps. The first step I took was to define my weapon system. The main questions were the restrictions I want to have in terms of number of weapons the player can carry and the way he will get new weapons and ammunition. The second step I described concerned my balancing goals, focusing on the domination of weapons and their different use for different situations. Let’s continue with the third step.

Third Step: Define your weapons attributes

In this step I will define which properties my weapons should have. I this is one the most important steps, because it will determine the grad of realism and skills needed by the player to handle the weapons. It is also the base for all further balancing because if I don’t know the attributes of my weapons I don’t have any values I can balance.

The following list will describe the attributes I chose, what they mean for the gameplay and why I chose them. It is important to note that this list is based on a personal concept for a shooter which is set in a realistic scenario.

Damage per Projectile

This value defines how much Health points one projectile will subtract from the health of an enemy. This is a fix value. You’ll properly ask how different body parts will affect the end-damage. My Hit-zone-system is currently divided into different body zones and each body zone will automatically add a percental value of the current enemy’s health to the damage. So if the player makes a heat shot hundred percent of the current health will be added to the damage, so that the enemy is dead. If the player hits the lower leg, only 15 percent of the current health will be added to the damage. So the overall damage is damage/per projectile + percental damage/body zone.

Rate of fire

How many projectiles/per minute. This value affects if the weapon is suitable in situations against larger groups of enemies because you can spread the damage, a weapon with a higher shoot frequency requests lower aiming skills and the less bullets per minute the more time the player will spend defenseless which makes it hard to use in situations where the player will be under attack. It also determines if a weapon is still useful despite a very low base damage.

Magazine Capacity

Affects how many projectiles the weapon can shoot till the player needs to reload. The smaller the magazine capacity the more often the player is defenseless.

Reload time

How many seconds a weapon needs to reload. This is important because it defines the time the player is defenseless and needs to take cover, start bunny hoping, changing the weapon, hide, run, etc.

Velocity

This defines the speed of the projectile when it leaves the barrel. The higher the velocity the less skill is needed to successfully hit the enemy, because you don’t need to project the current location of the enemy into the future based on his current movement speed.

Velocity loss per second

This defines if you’re weapon has a ballistic flight path or if the bullet just flies straight. If you want to have an ultra-realistic weapon system you will have a velocity loss per second for every weapon to simulate friction. I personally think this only makes sense if you create games solely for people who have a solid sniper-training. If you want to have a bigger audience for you game only weapons like grenade launchers or throwing weapons in general should have a value above cero. These weapons will have the advantage that players can use them to attack enemies hiding behind cover.

Damage loss per second

This defines how much damage a projectile will lose over time. I know that this sounds like a very realistic approach which simulates that projectiles with less speed also deal less damage but the reason I chose this value is to have another tool at hand to make weapons like pistols stronger in close combat situations by giving them a high base damage but also a high damage-loss/per second but other weapons stronger over long-distance combats.

Area of effect

This determines if a single projectile deals damage over a larger area or not. The larger the area of effect (like explosions) the more effective is a weapon against groups of enemies and the less precise the player needs to aim to hit enemies. But is also makes a weapon inefficient in close combat situations if the player can deal damage to himself. (Bioshock took this feature and used it for weapon upgrades)

Bullets per shoot

This defines how many bullets the weapon will shoot simultaneously with one pull of the trigger. Besides increasing the damage per shoot, this value is important in combination with the spreading. (Shoot gun)

Accuracy

This value determines how strong a bullet will differ from the point the player will aim at. This value highly determines how useful a weapon will be over distance. A large spreading makes precise aiming at enemies nearly impossible but in combination with a large number of bullets per shoot it can be used against close moving enemies because the probability to miss them will be strongly decreased and it also allows to hit more enemies at once. Spreading can also be an exponential value. I also think that the spreading of a weapon should be feedbacked via the size of the aiming cross.

Vigorous effect

I called this value vigorous effect and what I mean is the physical reaction of the enemy when he is hit by the bullet. A weapon with a low vigorous effect will only cause a slight hurt animation and weapon with a strong effect will cause a large recoil or at least a stronger physical reaction. This value is especially important in large group combats because it allows the player to temporarily immobilize an enemy and focus on the next one.

Recoil

How strong the aiming cross will move per shoot. This value can either be linear or exponential. It is one the attributes which will determine how much skill the player needs to handle the weapon because he needs to readjust his aiming. Because my concept focuses mainly on a single player game this value shouldn’t be too high for a single weapon. My goal is that the player chooses a weapon because it is the most effective one for the situation and not because it can be easily handled.

Special attributes

I also have some special attributes like the ability to zoom with a weapon, penetrating bullets or the sound intensity.

There are also some values I did not choose for my list.

Weight

My weapons have no different weight and do affect the movement speed of the avatar. I know that it would be realistic but I don’t think that movement should be part of the balancing. My aim is that the movement of the avatar feels responsive and has a good pacing and I feel that constant speed is important to keep the player in the flow. I don’t want to use it to balance my weapons. It’s hard enough to create a good pacing without this additional burden.

Maximum ammunition

My weapons have no ammunition cap so the player can collect as much ammunition for a weapon as he likes. This has two reasons. I think ammunition is an important short-term reward and is provided when the player overcomes a challenge. If you cannot collect the ammunition you have no reward, but rewards are what keeps us going. The second reason is that I don’t want to force the player to use a different weapon because he is out of ammo which maybe is not effective for the current gameplay situation.

Responsiveness

I also don’t include responsiveness into my balancing values which means the time between the player’s input and the shot. The reason for this is the same as the reason I didn’t include weight. If the responsiveness of a weapon is bad, it doesn’t matter how useful it might be on paper in special situations, it will just be no fun to use it. So my aim is that each weapon is responsive and the time between input and reaction should be as low as possible.

As you can see this list only contains very basic values. This is caused by the setting which determines the borders of realism I can move within with my design. If the game would take place in more fictional setting I could add a lot of properties like damage over time, stun or maybe the ability to draw health from enemies. All this would add a variety to the gameplay and the possibility to make the weapons more different so they would be more useful in special situations but I would destroy the suspense of disbelief.

In the next step I will set up a system to classify our gameplay situations but this will be part of the next article.

I would like to hear your opinion on these attributes. Do you think I missed any important values or are some values unnecessary? Do agree with the impact each value has on the gameplay or do you think there are more or less situations where an attribute plays an important role. I would also be interested in your experience. Did you use different attributes in your games? I hope you liked the second part of this series If not feel free to say what you dislike and if you did, I am always happy for some friendly words.

 
 
Comments

Ted Brown
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I think you've started out well, but are possibly getting to basic attributes too early in the process. Try analyzing the weapons from Quake III, Halo 3, and Counter-Strike. You may find some attributes wane in importance, while unseen pieces make themselves known. Also, many weapons have clear gameplay goals (e.g. sniper, shotgun, grenade launcher)... should those emerge from the attributes they contain, or will it be possible to wrap up attributes into adjectives instead of numbers?

Anyways, I look forward to reading more. Keep it up!

Tom Krausse
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On the topic of maximum ammunition, there are some cases where having a cap is a good thing, and I think you should have mentioned them, if only to give an idea of how they can be used. For example, if I can only carry 12 grenades for my grenade launcher, I'm not going to waste them on common grunts, I'll save them for a larger enemy. They are also useful for blocking turtleing in multiplayer. If my minigun only has 200 shots, eventually I have to leave cover to get more ammo. Thus, I cannot hold a point indefinately, encouraging a stalemate.

@Ted

Using your Counterstrike example, where you have multiple weapons that fulfill each gameplay goal, maybe start by saying "A shotgun should do roughly x damage, have roughly y spread, ..." and so on, and customize individual weapons based on those starting numbers. Whereas take a game like Bioshock, where you only have one weapon of each type (okay, four if you count upgrades, but they don't need to be balanced with earlier versions), and saying "okay, this is a shotgun" doesn't provide much design info, as I still need to define those numbers.

Mark Brendan
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Your logic is pretty sound on most of this, I like the damage loss per second stat, it's quite elegant, but I'd be inclined to handle vigorous effect differently. It doesn't sound like something that should live on the weapon unless it has some sort of special damage condition like causing shocks, explosive damage, or an increased kinetic effect from the projectile (say a rubber bullet, which has considerably more mass than a bullet). Otherwise, the combination of damage, where the target is hit, and the state of the target post-hit can define how it reacts (e.g. a shotgun blast causes enough damage to gib the target's arm off, so they are spun away from the direction of the shot, but you could get an equivalent effect, minus the gibbing, from shooting them in the arm with a pistol).

Bob McIntyre
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Not capping ammunition doesn't sound like a great idea. Do you want players to be able to fire indefinitely? If so, let them "reload" their weapon for free (i.e. unlimited ammo). If not, give them an ammunition cap so they can't collect 5000 bullets and then hold a chokepoint for the rest of the match. Putting an ammunition cap means that players can estimate how much ammo other players have left ("he's been laying down suppressive fire for 60 seconds, he's gotta be low on bullets!"). Limiting ammunition also means that weapons like the Super Rocket Launcher can be balanced by making players not want to waste shots. If they can only carry three rockets and then they have to go back and resupply, they'll use them sparingly. Players also pick up ammunition to deny other players the ability to get it. So if I have my three rockets, I have to pull out my launcher and fire one off in order to pick up another. If I can't afford the time to do that, then I can't as easily deny other players the ability to arm themselves, which is good because it stops me from dominating the map.

Luis Guimaraes
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From my point of view, weapons, places and features need not only have obvious advantages, but let the player explore it, of course, explore with creativity, not exploring gameplay weaknesses.

Mostly, weapons are good in many games, but you should have in mind (and somehow on paper) how you're gameplay will work. I've written an article about Gameplay Tools, about how useful and eficient Gameplay Features are, "tools" are everything you have in hands to use to play and try to win the game: weapons, movement, levels, anything... Isn't it like that on any software you use? You have something to do and have tools, and you find a way to reach your goal using your tools...

So, the player can stand, crouch, run, sprint, sneak, jump, dodge, crawl? How is it the aiming system? How does movement affect the weapons values? Is there a stealth/sneaky/tatics/cover/healing/faking death/hacking/spying/comunication/target marking/bullet ricocheting feature? Does the player need to position it's weapon aiming like in CoD?

How does levels work? They're static? Dinamic? They change each time played? Team can select or buy features at their bases like Combat/Tatic advantages? It all could change the situations approach, realistic shooters tend do be tatic, tatic is more about the use of the level in your favor.

I got a bit out of the main topic, but all this relates and affects every little choice about weapon balance. I once was thinking about this to level design, where I should give situations for all weapons in the game, and was trying to map them as much as possible. Good thing to get back on...

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@Bob McIntyre
There si a Magazine Size feature, the lack of ammo cap means you can carry as many magazines as you get on (with +15% from a hit at your leg I dont think it's gonna be so much)...
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Daniel Helbig
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@ Ted

Thanks for the Feedback. I thought about writing an analyze for a few games first but then decided to get right into balancing. Maybe a mistake... I like the idea of summarizing different values into adjectives and I hope to reach a similar goal in the next article.

@Luis Guimarães

Of cource you are right that you should know your game before you start to balance your weapons but I think this is such a natural step that I didn't mention it. I tried not to get to much into the general design of the game but stay with the subject of balancing. The points mentioned above are more an example for a general approch than a specific design because this would be too much for a single article. (after all that's what design docs are made for :) ) In the end everybody needs to adjust his weapon balancing to his design but I still hope that my examples can serve as base for discussion.

I personally don't think in tools but more in player skills, abilities and obstacles but in the end it doesn't matter how you name it, I guess.

@ the Subject of Ammuntion caps

I can understand the multiplayer argument and maybe there are some good reasons why it also makes sense in a singleplayer mode. I still think that if you need to balance youre grenade launcher through a tight ammo cap than maybe your grenade launcher is just to powerful and should be weaker in more situations. But I think you are right, I need to think more about the multiplayer consequences of balancing.

@ Bob

Maybe I wasn't clear enough. I didn't say that player's can fire indefinitely and I also designed a reload mechanism. My point is that when players aren't able to take up more ammunition (especially in singleplayer) than there is no reward when they find new ammo, unless you have a feature which checks which ammunition the player needs.

Luis Guimaraes
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@Daniel Helbig "I personally don't think in tools but more in player skills, abilities and obstacles but in the end it doesn't matter how you name it, I guess."

That's the point, I am calling it "tools" exactly because of player skills, the game shall not do everything for the player, and also not block him of using his skills. If something is just too locked of possibilities, it blocks player skills, so it's a "baked solution", not a tool for the player make his own solution, with his skills with movement, aimming or being creative.

Ya I said, got a bit off the main subject. But it's good to remember, many other things in the game are ways to refine and make good use of everything you have. That's why game design docs need to be so well written, everything else matters.

I currently only project UT3 mod weapons (project, maybe I learn codding but my focuses are game and level design), as UT is, they're more about features than number, even numbers are there. Such as Microwaves Cannons (to kill inside vehicles and steal it), RTS-like Buider-Spy-Buyer-ArmorStealers(Cursor usage of Crosshair), and some others... The point is, these are kind of complex ones to balance, so abstract to evaluate usage in points or such, I'm forward for a cost-for-demand in-server feature, for buying weapons, most bought, greater price. Since changing it's values would make players feel cheated by the mechanics...

Christian Philippe Guay
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You should send that back to Bungie, they missed a few points.

Christian Philippe Guay
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By reading it twice;
- Time delay after the player pressed the fire button *
- The Size of the weapon in the screen *

Could be part of the special attributes, as well as the mechanics used to Fire.

Daniel Helbig
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Hi Christian, thanks for the additional points.

I will add them to the list.

Thanks a lot and sorry that I didn't published the third part yet but there is a lot going in front of the GC in cologne. But I hope I will get to it somehow this month.


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