Recommend
1 
 Thumb up
 Hide
8 Posts

BoardGameGeek» Forums » Board Game Design » Board Game Design

Subject: Balancing a 1 player vs many AI game rss

Your Tags: Add tags
Popular Tags: [View All]
Eric Pietrocupo
Canada
Montreal
Quebec
flag msg tools
designer
badge
Avatar
mbmbmbmbmb
I am having 2 ideas of a solitaire game where a player is facing 6 different AI opponents. I was just giving some thoughts on the balance issue.

If a player fight directly agains the 6 AI, this means that as the player kills AI, the difficulty of the game will drop and at a certain point, if I do not boost the AI, it will be too easy for the player.

In my starcraft solitaire variant, I think that was conter-balanced since the AI could do tech upgrades that would empower is race. It was also impossible to kill an AI which made it challenging all the time. But considering I want it to be posible to destroy an AI, I cannot use the same technique here.

Another idea is that the player could starts by facing 3 out of 6 AI. Then AI gets added to the battlefield as the game progress. So it forces the player to stay ahead of the AI, if the player manage to kill no AI at all, then when all 6 AI are there, the player would have no chance to survive.

The ways I thought that the other 3 AI could come in are:

- The AI is not prepared, so he needs to build up an army and that takes time.
- The AI is farther away or has obstacles to cross slowing down the invasion
- The AI is not at war and enter the war on specific turns.

Else could there be other ideas to make sure the game is challenging until all the AI are dead (or almost).
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Kevin Nunn
United States
Houston
Texas
flag msg tools
designer
badge
Avatar
mbmbmbmbmb
J. Michael Straczynski's Rising Stars features the concept that a group of super-powered individuals share their power among them. When one dies, the power is redistributed among the others.

What if your AIs operated similarly, so that eliminating one distributes its power to those that remain?
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Albert Hernandez
United States
Greenville
SC
flag msg tools
The show on solitaire boardgaming.
badge
Avatar
mbmbmbmbmb
1. You can give the player diminishing resources during the game. This way his ability to fight goes down over time. With fewer opponents there might be less support for the war and therefore less money available to fund the war.

1. If the enemies are far apart, then maybe when an opponent is defeated it will take a few turns to relocate the player's resources to a new theater of war.
2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Carl Nyberg
Canada
flag msg tools
badge
Avatar
mbmbmbmbmb
How about, you only fight one AI at first. If you defeat them, two more AI spring up. If you defeat each of them, one or two more spring up.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
David Cheng
Hong Kong
Ma On Shan
flag msg tools
designer
Avatar
mbmbmbmbmb
I like the idea of adding A.I. factions gradually regardless the player defeated a faction or not. It certainly gives incentive to player to act more aggressively. However, I don't think a need to punish a player if he defeated a faction. It's illogical. It's like killing a head of a hydra & three heads respawn. WTF? Why should I kill if the more I killed the more enemies come out. It seems your idea of adding more factions to retain the game difficulty is based on an assumption that the player pays zero cost to defeat a faction.I assumed that it will cost a lot of resources & takes casualties to defeat a faction. And while the player is fighting a faction, I can expect that the other factions may take this opportunity to attack the player force somewhere as well or build up their forces as many as they can. So it's not without cost to defeat a faction.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Forrest & Ryan Driskel
United States
Longmont
Colorado
flag msg tools
badge
Avatar
mbmbmbmbmb
In games like Starcraft / Civilization, you want to eliminate an opponent early because all opponents are increasing their abilities as time goes on. Each time you eliminate an opponent, it gives you some breathing room against the other opponents, which are still getting stronger. This gives a nice balance and a reason to eliminate an opponent besides the victory condition.
2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
M J
Netherlands
flag msg tools
mbmbmbmbmb
i suppose you could design the mechanic such that attacking one enemy leads to more aggresive behaviour from the other enemies, and if you are being surrounded that might be problematic

another way is to cluster the enemies together making it hard to attack one individual.

another way is to give each AI an HQ with a lot of HP, making it hard to take it out with you starting units but easier to take down once you have upgraded a bit




1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Eric Pietrocupo
Canada
Montreal
Quebec
flag msg tools
designer
badge
Avatar
mbmbmbmbmb
First let me put you in context. I have 2 game ideas that are similar with each other.

A- A parody of star wars where a player is the dark lord and controls an empire that wants to control the galaxy.
B- A sorcerer who suddenly decides to declare war to everybody and want to conquer all adjacent kingdoms.

Both would have a board similar to catan or Twilight imperium where the player starts in the middle and the AI starts in the 6 corners or 6 sides. The AI would spawn units and then they will move according to a path, like in any tower defense game, toward the player's home.


For the space game, each hex will give resources that the dark lord(player) could use to produce ships to attack their opponent. To counter effect the fact that bigger player empire means more power, rebels are going to randomly spawn and attack the player's territories. There are 2 pawns, one for the dark lord and one for the apprentice. The player can play power cards when a battle take place where the pawns are located.

For the sorcerer game, it's slightly different. The troops would follow a path, but the terrain is much more important. Sometimes a bridge would only allow 1 or 2 unit to cross, forcing other units to use another path. Some water area requires a ship allowing moving troops once every 2 turns. The territories gives no resources to the player and he must summon all his creatures with spells. He cannot build troops, but there could be an option to build troops in captured kingdom. So magic here is much more powerful and can be cast anywhere. There is also no rebellions.

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

Here are the suggestions I have received so far.

Redistribution of power : Consist in making other AI more powerful as AI falls. The problem is that it creates the hydra effect where killing people make the other stronger. A suggestion was to transfer weaker bonus. I don't really like the idea. It also create a situation where the player do not want to kill the AI to prevent a difficulty raise.

Diminishing resources with time for the player: I could me another solution but I really don't like it for my game because I want to give the players the feeling of power.

Make Players end far away: This is the idea that an army pushing and destroying an AI will get stuck far away from other kingdoms. This concept will we implemented in the game and will be more important near the end especially if the AI are far from each other.

AI gets added as the game progress: This is the most promising idea. Either an artificial diplomacy makes AI enter later in the game. Either some AI are not ready to attack and needs to build up. Either some Ai have difficult terrain which slow them down and takes much more time to invade.

Strength of the AI increase with time: This is something I could do. My idea of making AI come in what somewhat that idea, but if I want all AI in, I could make them progress with time, like if there were now more prepared or technologically advanced. (This is what starcraft solitaire does). I will use similar mechanics for the rebel attacks. The more territory you control, more locations will be attacked by rebels.

Thanks again for the input.
2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.