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Math that some RTS designers use

Math that some RTS designers use


It's nice that you SHARED with us this Math Formula... But

It would be cool if in a COMMENT you could EXPLAIN what it all means?!

I don't know even where to begin because this formula is as COMPLICATED as it gets TBH!

I don't even know what this is supposed to COMPUTE?! C(f)??? What is that??

What does "Sdef1" or "Rdef" or even "Smod1" signify?

We'd need an exact explanation of each term in this equation to understand what it is TRYING to compute C(f)?!


That it can be accessed separately. I attached it to the topic of undefeatable armies. I will explain it there. But I thought no one was interested in the math. O well, it will be ok.

I think ... from what I understand...

You may have "misunderstood". At least me personally, I like to have a GOOD FOUNDATION to when "math" is introduced in my games. But unlike yourself, I feel that a GOOD (or even GREAT) design requires to manually re-work the math and "massage" it until it works for the game.

So me personally I'm not averse to MATH in games. But I think that there are so many other aspects to designing that math is not the only solution to making a game right.

When dealing with Computers, Tablets or Phones (Apps), it is much easier to work with such a Formula. But in Board Games, it's much more harder unless there is a way to "simplify it" such that it becomes only a few KEY variables and from there the math resolves itself... At least that is what we would all HOPE for. It is not always the case.

That's why I was curious when you just "posted" the formula without any additional explanation! But believe me... You are very intellectual and your mind seems to be "formulaic" and very bound by interest in mathematical models and such. I am NOT a mathematician. I purposely dropped a Math class and changed my degree because of one (1) Math course... It was about lines and approximation of different type of formulas. Instead I opted in my 3rd Year to substitute a 1st Year course which I got a 99% on that grade. The math course, I would have failed NO DOUBT!

So while I recently helped solve a 2 equation formula concerning Retail Discounts (which was not too heavy in math ... But having a degree in Computer Science ... That kind of math is relatively simple) which was easier once my Cousin helped me with the 2 equations.

She said something like $45 - 35% = $15.75 and $45 - $15.75 = $30.

From there I was able to substitute one into the other and generalize the equation with a "Y" variable and solve for any percentile (this example was 35% -- The original problem)... And solving for "Y" gave me a simple equation to determine the MSRP given a percentage savings.

So yeah, some math is okay. Don't ask me to do Integrals especially Triple ones. I don't think my mind was wired to handle such formulas... Like I said a failure or 99% grade... Which would you choose? Hehehe. I doubt anyone would choose the failed grade when they can have a near perfect grade.

Plus the 99% grade course was EASY for me... Why? Because it covered ALL the material that students will see in their future courses (2nd and 3rd Year courses). Like Operating Systems, Compilers, Assembly, etc. Just introductory content but once you've attended these classes because they are focused on ONE (1) TOPIC, you have a WHOLE semester on the same subject, NOT 1 week like in the 1st Year course...

Anyhow the bottom line... I was just curious about what this is useful for. And knowing what it represents could be interesting too.

Again don't think that I dislike MATH... It's not that. It's just my version of Game Design formulates around Mechanics and Turn-Order and Specifics to Each Game Design... I don't think ANY of my designs were focused on MATH TBH.

In my world, the concept/idea of what I want to do comes FIRST. Then I figure out what Mechanics I want to use and of preference, I like to use Mechanics that I haven't use BEFORE in other design.

So for example have gone through deep lesson in "Set Collection" in Quest... I would be hard-pressed to design ANOTHER game with "Strong" Set Collection in it... I did it... It worked, on to the next topic to learn and explore further. Another example would be "Area Control" in Crystal Heroes (CH)... Sometimes the move you can make will only resolve itself on the 11th to 12th Round. So "Strong" Area Control is an accurate example of one of the mechanics in CH. Whereas Quest_v2 (2nd Ed.) is focused on Worker Placement and Engine Building. Both present in that game and again offering a completely different experience than my other games. Or "Smugglers Run", a TradeWorlds Expansion, focuses on PYL (Push-Your-Luck) and it explain why the Treasuries go to 999 when to win most of the time you need only 100. Well the PYL mechanic boosts the output and offers up a RISK-REWARD problem when it comes to earning extra booty from a destroyed opponent...

Things like that... So most games don't focus at all on the math. Sure there is some RNG with Cards and Dice ... And maybe there are some exceptions to the "core" rulesets. But you won't find me designing Board Games from math formulas. TradeWorlds wasn't designed around math either. Deck-Building, Roles/Actions and Asymmetric Powers. With some Hand Management, I think most games have this TBH. In any event, I design much differently (in essence). Most of the math I use is very simple and a Nine (9) Year Old can learn and play the game with some "coaching" from a parent or sibling.

Cheers @X3M!

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image | by Dr. Radut