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Weight factors and ingame effect of cooldown and charging

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X3M
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Someone asked me what I use for my particular hobby game. But also what the difference is with that one version of my public variants.

Might as well post it here.

This is just an overview.
Viewer discretion is adviced :)

Note 1:
Hobby game uses a H:D ratio of 3.
Public variant used a H:D ratio of 2.

Note 2:
Charging and cooldown are both part of the same salvo mechanic.
A weapon fires at a certain moment.
The salvo costs # action points.
#-cooldown = the number or charging turns before a weapon can fire.
Other players can dodge charging weapons by moving away.

Note 3:
If 1 squad attacks 1 time in a round, it costs 1 actioin point.
If 1 squad attacks 2 times in a round, it costs 1, then 2 action points. Thus 3 in total.
If 1 squad attacks 3 times in a round, it costs 1, tyen 2, then 4 action points. Thus 7 in total.
The number of turns spend are 1, 2 and 3 here.
However, if a salvo is used for a size of 2 or 3 turns. It will cost only 2 or 3 turns.
A penalty weight...or bonus. Is applied to the weapon.

For the H:D ratio of 3. We have a penalty weight of 4/3 per turn.
For the H:D ratio of 2. We have a penalty weight of 3/2 per turn.

Tbc, cheers, X3M

X3M
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Weights and effects

Note 4:
Each salvo has a total divider for the weight. And a weight for the moment in that salvo.

Note 5:
A normal attack can be compared with a salvo of 1.
7 action points allow for a minimum of 3 attacks for 1 squad. And 7 attacks for 7 squads.
The weight is 1/1 per salvo.
The effectivness is 43% - 100% per round.

H:D ratio of 2; divider = moment 1 + moment 2 + ... + moment 7:

AP1, 1 = 1
AP2, 5 = 3 + 2
AP3, 19 = 9 + 6 + 4
AP4, 65 = 27 + 18 + 12 + 8
AP5, 211 = 81 + 54 + 36 + 24 + 16
AP6, 665 = 243 + 162 + 108 + 72 + 48 + 32
AP7, 2059 = 729 + 486 + 324 + 216 + 144 + 96 + 64

Effectivness depends on the spend AP. Portions are not included.
The limits effectivness is displayed for a maximum and minimum cooldown, which is the vice versa for the charging.
Example: AP2 has (5/3)/2=83% for a maximum cooldown. And AP has (5/2)/2=125% for a maximum charging. If the AP are divided over multiple squads. But with only 7 AP, this means only 2 to 3 attacks can occur.
The total of 6 is part of a factor 6/7th to see the rounds effectivness.
And only 2 instead of 3 attacks is a factor 2/3rd.

2+4=6 and 2+2+2=6
Each set has a minimum to maximum number of attacks per round.
1 squad versus multiple squads.

AP1:
1+1+1+1+1+1+1=7 and 1+2+4=7
Max cooldown to charging 43% - 100%

AP2:
2+2+2=6 and 2+4=6
Max Cooldown 48% - 71%
Max Charge 71% - 107%
1 AP to spare.

AP3:
3+3=6 and 3"+6"=3
Max Cd 30% - 60%
Max Ch 68% - 136%
1 AP to spare.

AP4:
4 and 4
Max Cd 34%
Max Ch 116%
3 AP to spare

AP5:
Max Cd 37%
Max Ch 188%
2 AP to spare

AP6:
Max Cd 39%
Max Ch 297%
1 AP to spare

AP7:
Max Cd 40%
Max Ch 460%

460% sounds awesome. But you need to wait 7 turns.
The relative damage follows different numbers.
For the salvo of 7.
Simply divide 2059 by the weight number.
You get 282% at turn 1. Then you are a sitting duck.
Or you start by being a sitting duck and have an epic doomsday clock running. Dealing 3217% at turn 7.
To compare, a salvo of 7 with all moments will be 700% in total.

X3M
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H:D ratio of 3 (most common used in my games)

Once more, this only works for a certain combination of game mechanics. But...it can also be used in RTS games. A smart developer might see the RPS that emerges from this all.
And Action Points can also be referred to as seconds or whatever the video game is using. The number of seconds needed to deal damage equal to a full health body would be the ratio in that regard.

Either way, here is the list for the ratio of 3.

***

AP1, 1 = 1
AP2, 7 = 4 + 3
AP3, 37 = 16 + 12 + 9
AP4, 175 = 64 + 48 + 36 + 27
AP5, 781 = 256 + 192 + 144 + 108 + 81
AP6, 3367 = 1024 + 768 + 576 + 432 + 324 + 243
AP7, 14197 = 4096 + 3072 + 2304 + 1728 + 1296 + 972 + 729

Of course I could talk about effectivness again. But I think it is only worth it if we look at the AP7.
The player pays 7 action points. And depending on when the weapon fires. The damage would increase for the weapons with the same weight factor.

With a ratio of 3, when a weapon fires in the 7th turn. It would be 562% effective compared to when it fires in the 1st turn.
And this weapon that fires in the first turn. Because a player pays 7 action points, you can fire only once per round. The effectivness is 346% compared to a weapon that costs 1 AP. But... the tradeoff is that you can use a 1 AP weapon 3 to 7 times per round (300% to 700%).
Of course the simplest weapon and the slowest weapon compared would be 100% and 1947%. This allows for designing super weapons. With great attack range and of course great damage.

***

How to use these lists?

Well, if you have a wargame where your units have 2 or 3 hit points compared to the damage value's. You can pick the right list. I know there are a lot of wargames where a piece flips over. And if those wargames use action points per round. The first list is good to go. Probably, no more than 3 actions are allowed per unit on the board.

So, I will explain, based on the H:D ratio of 2.

Lets say, you design a couple of tanks.

Set 1 has 1 tank that has a machine gun and can fire 3 times, but has to wait with firing each turn.
Each turn weights 100%.

Set 2 has 2 tanks that can fire with a bigger cannon and have a machine gun that can fire either 3 times, or just once if the bigger cannon has fired. For simplification, the machine gun can fire only once and weights 100%.
The bigger cannon has 2 variants. Firing in the first turn when it is used or firing in the second turn. Which means the tank doesn't fire at all in its first turn of weapon activation.
The weights are either 60% or 40%. So the damage output can be either 167% or 250%.

While the first set has a total of 300%. The second set has either a total of 267% or 350%.

The third set has a huge cannon that can fire only once.
And take note, the opponent could choose to move out of the attack range if the huge cannon needs to charge.
The weights are 9/19th, 6/19th or 4/19th. The damage output can be 19/9th, 19/6th or 19/4th. Aka; 211%, 316%, 475%.

With a H:D ratio of 2, all 3 huge cannons are "overkill". But... if you design the game with higher durability. This huge cannon can be a cheap variant. In fact, if the unit weapons cost 100%. This huge cannon with the last variant, would cost only 21%.

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