I looked at +50% and +100%.
But I also looked at +33.3% etc.
The spectrum is very wide.
Let's see what balance factors I can find.
In the worst situation, we have 6 obstruction.
This was a 100% effect. But now, the effect is roughly 67%.
The result was 0% hitchance. But now, the hitchance is roughly 33%.
Let's keep that 100% effect in mind for the future. Because it still exists when facing high ground.
Ok, so the durability for 0% hitchance is x infinity.
Or a +100% from the 0% point of view.
With this logic, we have a durability for 33% hitchance is x3.
Or a +67% from the 33% point of view. (33+67=100, we work towards 100%)
The yes/no value of +100% is +50%.
The yes/no value of +67% is +33%.
The average effect of obstruction is:
1.
If we look at 3 obstruction points.
We get 57.87%, or a +42.13% towards 100%.
2.
If we look at the average accuracy.
We get 61.79%, or a +38.21% towards 100%.
The yes/no value of +42.13% is +21.07%.
The yes/no value of +38.21% is +19.10%.
So, by this logic. +50% is already high.
***
So, what gives nice round "numbers"?
Well....non actually.
But I will round the numbers at the end for playable value's.
And an alternative would be looking at the numbers with a certain weight. And round these with a better formula. A simplified one.
Spread
Wf = 1 + W
Wf = 1 + W * (R*(R-1)) / (2*(R+1))
Flow
Wf = 1 + W * (R/2 + 1/(R+1))
Seeker
Too complicated for here.
But always between Spread and Flow.
With the maximum level for a particular range:
Also between Arc and Flow.
The calculation includes the sum of all previous designs of that level of seeker. Meaning that at lower attack ranges, the seeker has more opportunities. Till there is overkill.
The overkill is not taken in account. And the highest attack range with the lowest opportunity factor is countered by the fact that the player looks for an optimum.
***
I could try and see how much influence some minor adjustments to formula have. But I think I am done here.
All that is left is deciding on that W for Wf.
+20%, +25%, +30%, +33.3%, +40%, +50%, +60%, +66.7%, +75%, +80%, +90%, +100%???


There is something that I didn't check on anymore. And it is a much better thing to do than just observing the most optimal situation in all possible ways.
Observing....the worst situation.
It has come to my attention today. That a seeker L1 always has 42 or 30 efficiency at any attack range, when facing 1 obstruction region.
It has also come to my attention today. That the opponent might choose for you. So, we are facing a region with obstruction.
If your opponent faces arc, it will go inside that obstruction.
If your opponent faces spread, it will go behind that obstruction.
If your opponent faces flow, it has to accept. And it is better to be inside the cover in case of wanting to return fire.
If your opponent faces a normal weapon, it can choose to be insider or behind it. Probably inside again.
Then we got the seekers. If your opponent goes behind it or inside it. It will always be hit. Just like how flow will always hit it.
And a seeker L1 is better than flow.
Even a seeker L2 is better than flow. And we have all seen how seeker L2 has optimal situations already.
So, what matters for the worst situation then? Assuming we face only 1 obstruction.
We have 3 weapons that cannot go around the worst situation. And we have 3 weapons that can. The latter, including the Seeker weapons
+50% R=3
Obs1: 67, 56, 46, 39, 32, 27, 22 Normal
Obs1: 44, 37, 31, 26, 21, 18, 15 Spread
Obs1: 48, 40, 34, 28, 23, 19, 16 Arc
Obs0: 36, 36, 36, 36, 36, 36, 36 Flow
Obs0: 42, 42, 42, 42, 42, 42, 42 Seeker L1
Obs0: 37, 37, 37, 37, 37, 37, 37 Seeker L2
+100% R=3
Obs1: 67, 56, 46, 39, 32, 27, 22 Normal
Obs1: 33, 28, 23, 19, 16, 13, 11 Spread
Obs1: 38, 32, 26, 22, 18, 15, 13 Arc
Obs0: 24, 24, 24, 24, 24, 24, 24 Flow
Obs0: 30, 30, 30, 30, 30, 30, 30 Seeker L1
Obs0: 25, 25, 25, 25, 25, 25, 25 Seeker L2
And now. I am satisfied again. I don't have to do all that other work.
I did plan on working with that other file I made, this evening. But it is not nessesary any more.
All that remains now is determining a proper weight. Because I was looking at +50% and +100%.
The latter is still "balanced". But high.
I want the game to maintain speed.