I need to go back to the basics. Before going on with cool-down and stuff.

I need to get my own calculations in order.

I noticed why my choice weapon is so bad, compared to a pure one. And this problem isn't just with the cool-down.

What I need to do is to look at the improvement that a weapon gains. When a choice is made.

This means that having the choice out of 1 damage or 1 damage, isn't a choice. The difference is 0. And this is added to the most expensive choice. Period.

So, what if a tank has a minigun and a cannon?

I know I talked about this one before.

The minigun shoots 3 bullets. Weight 150.

The cannon fires 1 shell. Weight 300.

An unit that uses both weapons. Weight 450.

The best thing I can do is looking at the most extreme difference there is. And that would be the 2 most optimal RPS targets in this case.

Another important note would be that I may not look at the initial weigth of the weapon. Only the effectiveness.

The minigun does 3 damage on infantry (100%).

The cannon does 1 damage on infantry (33.3%).

The minigun does 3 damage on tanks (8.3%).

The cannon does 36 damage on tanks (100%).

The gain is 91.67% for the cannon and thus the main weapon here. The gain is 66.7% for the minigun, thus a second choice. But certainly a choice.

And since it is a choice. This counts for 50%. The weight of this will be applied to the cheaper weapon. Which is 33.3% and thus 50. The total weight would now be 350.

This method seems fair.

This method is prone to mistakes :(

This method works well for a choice out of 2.

***

Doing the same with a flamethrower and cannon.

Both weapons cost 300 each.

Both weapons at the same time cost 600.

The flamethrower does 6 damage on infantry (100%).

The cannon does 1 damage on infantry (16.7%).

The flamethrower does 6 damage on tanks (16.7%).

The cannon does 36 damage on tanks (100%).

There is no primary weapon now. The gain is 83.3%.

50% of 83.3% of 300 is 125.

The choice version costs 425.

I am kinda satisfied with this.

But this was the "easy" part.

***

The problem with cool down is:

What is the primary weapon? What is the choice?

Should I consider AP consumption as a factor as well?

And what if there are 3 choices? Or even more?

Should I check every interaction?

Pick the highest as primaries?

Are the additions by 50% still?

Different AP costs on weapons cannot be combined into one weapon. The weapon itself, no matter how many variations are put together. They always have the same AP cost.

A flamethrower of 300 and a cannon of 300. With an AP of 3, the costs would actually remain 300.

If there is a choice. And the AP would be altered for both choices into 3. Then the total cost of the choice, which is 425, would now be 212.5

If one of the weapon has a different AP than the other weapon. Things get COMPLICATED...

***

For using different AP on the basic choices.

What would happen?

Having the following choices:

1 damage, 1 AP

2 damage, 2 AP

The player starts with 1 AP, and adds another AP if needed. That is the intended design for having a new tactic.

But which one is the primary weapon?

So far, I think that the 2 damage, 2 AP is the primary weapon. Since this one is a bit more expensive due to the advantage that is created for the optimal RPS.

The worth here is based on the future developments.

For 2 AP, this is 125%.

So the main weapon costs 125% and by time is worth 125%. The secondary weapon only 100% and by time will remain 100%.

100 is 80% of 125.

The improvement would be a difference of 20% here.

50% of 20% of 100 is 10.

The main weapon would cost 135 instead of 125.

***

The strange one would be:

2 damage, 1 AP

2 damage, 2 AP

The improvement here is, paying more AP???

Wait, paying less AP is certainly an improvement.

So 2 AP is a bad choice. Do we have an advantage by paying 2 AP? The weapon is cheaper. But this is like choosing between 1 bullet or any amount of bullets.

There is NO choice here. So this situation is invalid.

***

Ok, before I go to 3 different AP choices that ARE valid. I need to look at what happens when 3 weapons are valid in terms of RPS.

Let's do something very balanced.

9*1, costs 450

3*9, costs 450

1*81, costs 450

Using all 3 at the same time would cost 1350. But we want this "super unit" to choose only 1 weapon at a time.

9*1 does 9 damage against infantry.

The other weapons do 3 or 1 damage.

That is 33% or 11%.

3*9 does 27 damage against vehicles.

The other weapons do 9 or 9 damage.

That is for both 33%.

1*81 does 81 damage against tanks.

The other weapons do 9 or 27 damage.

That is 11% or 33%.

There are 3 combinations of 2 weapons each time.

9*1 and 3*9, 9*1 and 1*81, 3*9 and 1*81.

50% of 67% of 450 = 150

50% of 89% of 450 = 200

50% of 67% of 450 = 150

Ok, so I am at the moment stuck here.

- How to go further with these numbers? They are valid if we only had 2 weapons to choose from.

- Imagine the chaos, if the weapons where also different in worth.

I need to solve this, before I can go further with the 4 AP options for my Minotaurus.