The post goes on to say that from the very beginning, balance was approached with PvP in mind, as NetDevil realized that it would be easier to tweak PvE accordingly at a later stage. Starting with just one class of ship, additional classes were introduced over time and put through their paces in daily play tests. Petersheck noted that the goal was to have each class feel truly unique and not simply have a bit less of this stat, or a bit more of that one:
"It's very tempting to just throw a bunch of classes of ships together in order to say things like 'our game has 15 classes of ships!' but this, we believe, is the wrong direction. People want meaningful and strong choices and not lots of meaningless, empty choices. Currently we plan to have 4-6 classes, but they will each have nearly endless possible configurations within those groups."
It's a promising design philosophy, to be sure. Check out the rest of Peterscheck's article at the JGE dev blog.
Filed under: Sci-fi, Jumpgate Evolution, Classes, Game mechanics, New titles
Jumpgate Evolution dev blog looks at balancing combat originally appeared on Massively on Thu, 30 Jul 2009 09:00:00 EST. Please see our terms for use of feeds.
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