I wanted to give you guys a bit of information on how we're going to go about selecting the units we offer to each race. I think it's important to understand the theory so that the choices make sense. Without a structured philosophy things like this can quickly devolve into selecting units that will “look cool” on the battlefield.
So, what qualities are we looking to offer with our choice of units?
Balance – It is of the utmost importance that the races are equal from a “power” point of view. In many games (including MoM, as much as we may love it) the races are not balanced. There are several great races and some that are mediocre at best. This can go so far as to have a best and worst race. That is something we want to completely avoid in Worlds of Magic. Each race has to be an equal choice at the start of the game. In MoM I feel that the race selection could add or lesson the challenge of the game, but that's not how we want to add challenge in WoM. The challenge is going to come from different levels of AI (or opponent) skill.
Flavor – We want each race to feel genuinely unique. It's not going to be enough to have “swordsmen” for every faction with a different 3D model to represent each one. The units really need to reflect the race's particular strengths and weaknesses. We want the player to feel a connection between the race they selected and the units they can build. (Of course, conquering a city of another race will allow you to build those units as well.)
The decision to use the D20 system for the base combat mechanics greatly lessons the challenge of offering units that are very different, but perfectly balanced. Those of you familiar with the D20 system understand “Challenge Ratings” and how they can be used to represent a unit's power numerically. (As we have many, many years of D20 experience this is a system we are very familiar with). Using this system we will be able to form a rough idea of different units' comparable power levels and create vastly different, but very balanced units. (Play testing will help us level out any minor balance issues.)
Now, at first the problem may seem as simple as selecting 8 to 10 units that step up the challenge rating one by one. A CR1, then a CR2, a CR3, etc. The problem with this is that it is BORING. Some of the most flavorful units may fall right on the same CR line for the same race.
So, what do we do about it? Well, first we can nudge the CR one way or the other with things like weapons and armor or even the number of characters in a unit. (Six skeletons are more powerful than four, etc.) However, a different (and sometimes better) solution is to tweak the build and maintenance cost of the units. This will allow us to give races cheap, almost disposable units, and high cost extremely powerful ones. Some races may have two or even three CR 1 units (swordsmen and bowmen might be CR1) and two CR10 units with the remainder falling somewhere in between.
How are we going to come up with the building and maintenance costs? A lot of hard work and play testing. The CR ratings themselves should get us close, but it's going to take actual play testing to make sure that skeletons aren't the ultimate unit in the universe simply because of their low cost.
Now, you may wonder why I'm telling you all this. Well, we want unit suggestions. What would you like to see in game? (I know we haven't announced the races yet, but I may do that in a few minutes.) Either way, you should understand the theory. Let us know what you think of it.