doc/design-balance-lore/design-balance.md
Contents
<!-- END doctoc generated TOC please keep comment here to allow auto update -->Summary
The driving goal of balance in DDA is to support verisimilitude in the scenario. In other words we want the right things to be present to match reality, but also when those things are used to accomplish goals, they should be appoximately as effective at doing so as their real-world counterparts. Of note, this is not the same as pursuing all aspects of realism. New features added should have the goal of improving verissimilitude rather than complexity for complexity's sake.
This means that solutions to problems should come from the same angle. If something is not working as it should, the answer is to assess how it should work in reality, and figure out a way to better simulate that. We find that reality tends to be quite balanced, and having things work as one would expect makes for a fun game.
This concept is backstopped by the concept that reality has a reasonable and interesting set of balance tradeoffs, and approaching this set of tradeoffs makes for a fun game.
Some examples:
Combat in CDDA should always feel deadly. In particular, the player should never feel safe being surrounded by multiple zombies, no matter how far in the game they are. At first this means "regular" zombies; later, as the player approaches transhumanism, it may take multiple transhuman enemies to threaten the player, but at no time should a player be able to shrug off a horde.
Noise is a hugely environmental and immersion building mechanic, both in terms of what the player hears and what noises the player makes. Game balance should strive to ensure noise always feels important to the player.
Like noise, light and shadow are powerful tools for tension building. Despite the availability of artificial lights, night vision, and infrared, it is important to work to maintain a healthy fear of the dark in players.
Time is the primary currency of our game. This is a dying world, and it should feel as if the game gets harder as time progresses.
At its core, this is a post-apocalyptic simulation, and a key aspect of early post-apocalyptic stuff should be looting and repurposing existing gear. One does not associate the apocalypse genre with smithing a fully functional suit of plate armour at a smithy a week after the world ends; one associates it with rolling a shopping cart through eerily empty city streets gathering dented tins of beans, cautiously glancing about through the visor of your dirty riot armour.
As an apocalypse-genre game, we expect interaction with survivors to become a crucial part of the game. This could represent having traveling companions and a home faction, but it could also be through befriending and/or paying a static game faction.
It is tempting to write an ever-increasing flow of monster evolution and difficulty, with perpetually rising armour and damage numbers. While some of this is desirable, it is important not to overuse this as a gameplay principle: it just creates a pretty boring arms race. Monsters should have tradeoffs just like the player. This doesn't mean that every durable monster must be slow (quite the opposite) but it does mean that we do not need a heavily armoured hulk variant of every zombie type. Rather than adding "more", particularly just bigger numbers, consider adding things that encourage new play mechanics. Some examples of mechanics already in play that shift gameplay without just bumping numbers include:
Melee combat should rarely be the best way to handle combat: rather, it's easily obtained, and often really fun. At no point is melee intended to be sufficient to deal with the entire range of enemies present in the game, even those who appear early in the game. The intended niche for melee combat of all kinds is to conserve other resources when dealing with relatively low-threat opponents, as a defense when caught unprepared, or in forced close quarters, particularly when silent combat is necessary.
There are several major reasons guns dominate modern warfare. They are very effective weapons. In pursuit of verissimilitude, we do not aim to change this in the game balance; if you have a shotgun, it should feel like it hugely outclasses a longsword for close quarters combat, because it does.
Fighting someone who might shoot you is extremely difficult to manage from an entertaining gameplay perspective. Much of the time, if facing an at-all prepared attacker, gameplay would consist of hearing a bang, and receiving a "you have died" message. There are several important ways to mitigate this. The general theme of these barriers is that there should be some thematic form of warning that a gunfight may ensue, to allow players to take cover or other appropriate methods of avoiding attack. This is a gameplay consideration that, in many cases, may need to supercede realism concerns. Being shot in the head by a well concealed bandit sniper with a scope, or having your car blown up by a TOW misile the moment you swing around a corner, is quite a realistic model of post-apocalyptic combat, but it's not going to make for a fun game.
Note that these principles don't just apply to guns, but other "gotcha" attacks that could, if not managed appropriately, lead to instant unwarned death. Mines and grenades are other good examples. These notes don't mean these attacks should never happen, but we should take steps to make players feel like it was their own foolishness that got them killed, not the unavoidable whims of the RNG.
Worn armour is one of the best defenses against zombies, and over the years, humans have developed some great armour. Modern armour includes, notably, police riot armour and military body armour, as well as the fictional exoskeleton-based power armours in our game world. These armours should be very good against zombies in general, which raises the complex problem of how to establish a reasonable armour progression and upgrade sequence that is not eclipsed by lootable modern armours.
Vehicles are one of the most powerful tools in the game. However, their status (at the time of this writing) as a god-tier utility device should eventually be mitigated with some logical injection of balance.