Originally posted by DONKEIDIC
Problem is you cannot balance a sim when the players are spread over 11 seasons of development.Bullshit.
It's all math and theory. Followed by testing and adjustments based on the test data. Once dots act the way you intended without any of the additional bullshit on top... you can start adding additions, developed via math and theory, followed by testing and adjustments... etc...
You test with end builds in mind, then proportionally lower effectiveness until you get to the beginning builds. It really isn't all that complicated TBPH... I could probably design a balanced base system in a couple weeks... then again I have played pretty much every single gaming system in existence (D&D, shadowrun, GURPs, champions, Vampire the masquerade, DAoC, EQ, Shadowbane, WoW, etc...). I've been gaming since I was 6, that's over 27 years of experience. I was a rules lawyer as well, finding every possible exploit I could, so I know full well what balance is and how to achieve it.
GLB is not linear enough and that's why balancing is all fubar'd. One of the most realistic and balanced system I've ever encountered was GURPs... every choice/benefit had a counter-balancing sacrifice/penalty.
http://www.sjgames.com/GURPS/