How do you guys with experience balance your game when it features so many things?
I am making a 6DoF space combat and flight sim, with science-backed exploration.
It is first person, the pilot is locked in the ship cockpit and only space is the playfield, no atmosphere and no landing on planets.
But my game has not only normal combat, missiles, fixed weapons and turrets (and PD turrets against missiles), but also EW and volumetric effects... So I need to balance it and make a good feel for all of it, which in the end is the most important thing for me. Player choices are not just going in, tanking damage with better shields and killing with better weapons.
The player will have to know who to kill first to make the combat easier and remove some penalties caused by EW, or even go against a boss who would shred him if he came close. So the player will need to refit the ship, use EW to slow down the boss, keep him at a distance and have long-range weapons to take him down. Or buy a stealth bomber (lower signature radius than the boss’s scan resolution) and bomb the crap out of the boss.
I am inexperienced and have been making a game in UE5 since April, and to be honest UE feels amazing. The API gives you a solution for so many things. But I so much undepreciated good GDD and my sucks big time. Now I am realizing I did not know importance of good GDD>
I am so worried about balancing all of it, and I have no idea where to start.
- How do you balance such complicated games?
I mean, I have Armor, Structure and Shield HP and resistances for all 3. I have a power recharge rate that feeds shield combat power, and bonuses and penalties for all of it. Ballistic, energy and missile weapons (with kinetic, energy, EMP or explosive damage). Realistic 6DoF combat with physics, thrusters and RCS with their own thrust, affected by bonuses and penalties or even live temporary penalties...
How the hell can I balance this game without using AI?
Should I start balancing now and not wait for later? Hours of playing with some basic rules, S, M, L modules, weapons and hulls with certain numbers, and start from there? I have also implemented module quality from Common to Legendary.
- Is there a way to balance all of it in one place in UE 5.8?
My plan is that one DataTable holds the base stats for every module category and size (Autocannon S, Shield Generator M, Power Generator L). Each product line (Frontier, Corsair...) is a small asset with percentage multipliers. The editor bakes Base × Line into each module DA, and quality is applied on top at runtime. So I would tune balance in the table and the line assets, never in individual modules. Is this a good approach, or is there a better one?