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
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.