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Mind Control as a power in an RTS game is virtually impossible to balance, but some modicum of fairness can be achieved. Consider these strategies to balance units whose primary ability is Mind Control:

1: Mind Control units can come with annoying quirks. I.E., unit must stay close to it's target, and is immobile while controlling, such as the Zerg Infestor.

2: Mind Control units must have quite lethal weaknesses, such as minimal armor, short range, low health and can only control one unit at a time, such as the Traveler 59's Cultist.

3: Mind Control units should be difficult to mass, generally costing a lot of money or having a build limit, such as Yuri Prime.

4: Mind Control units really ought to have no way to defend themselves without their Mind Control, such as the Scrin Mastermind.

5: there should be some units that simply can't be controlled, such as Attack Dogs, Terror Drones, or aircraft.

6: Mind Control units should be very rare, and need some teching up to acquire, like the Commando Yuri from Red Alert 2.

7: Ultimately, Mind Control units should be primarily useful against unescorted artillery or resource collectors. Unfortunately, many Mind Control units, by accident or by design, are strong enough to invalidate normal ground units, like the Yuri Clone.

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Nukeknockout Creator
Nukeknockout

Thank you :) glad to be here

darn! meant to reply to GriffinZ

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GriffinZ
GriffinZ

welcome to paradox ^_^

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