# Changing the "bonus damage rules"

33 replies [Last post]
X3M Offline
Joined: 10/28/2013
This post makes more sense

I always calculate results on math.
Of course there is randomness in a game.
But we dance around averages.

The penalty of 4/6th and 3/6th gives results for both my hobby and public version.

My hobby version came out on a 0.4% difference. The fodder has this as disadvantage.

In the public game, I calculated that the difference is 20% as disadvantage to fodder.
Still an improvement to the 71% of the normal effects.

Has anyone have an idea of what to do about the "public" game? Should I simply have the smaller army skip to the second tier of the penalty immediately?
Thus having a penalty of 3/6th right away?

The score would be 6 + 2*(5+4+3+2+1) = 36.
And thus fodder (triangular) would equal the squared numbers.

Would this be acceptable for players?

The rule would be:

Quote:
The stronger player rolls an extra accuracy die of 3/6th for every projectile.

X3M Offline
Joined: 10/28/2013
So far, so good

To understand how well the balance works. I shall put some scores here of how effective an army can be.

Of course with calculations.
The basic army consists of 24 Command Points (CP) on 1 region.
Units costs are ranging 4 to 24 points.

The units of 4 CP can be considered a worth of 1.
If the worth is higher than 1. The effectivness can be multiplied by itself. This is called the tanking effect. 2 becomes 4, 3 becomes 9, etc.
Multiple units on the other hand follow a triangular series.

To get an idea of how strong armies are. I will compare the basic units for you guys.
6 of worth 1
4 of worth 1.5 (2.25 strong)
3 of worth 2 (4 strong)
2 of worth 3 (9 strong)
1 of worth 6 (36 strong)

The 6 of 1 follows:
1* (6+5+4+3+2+1) = 21
The 4 of 1.5 follows:
2.25* (4+3+2+1) = 22.5
The 3 of 2 follows:
4* (3+2+1) = 24
The 2 of 3 follows:
9* (2+1) = 27
The 1 of 6 follows:
36* (1) = 36

Now I will add the new rule for you guys to see the effect on the scores. That is, if they are "losing".

The 6 of 1 follows:
1* (6) + 1*2* (5+4+3+2+1) = 36
The 4 of 1.5 follows:
2.25* (4) 2.25*2* (3+2+1) = 36
The 3 of 2 follows:
4* (3) 4*2* (2+1) = 36
The 2 of 3 follows:
9* (2) 9*2* (1) = 36
The 1 of 6 follows:
36* (1) = 36

I am very happy with the results :)
This is the rule that I need to use for the "public" version.
And perhaps for my hobby game as well. Even though it makes less sense for that one.

X3M Offline
Joined: 10/28/2013 