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Cover from terrain mechanic

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X3M
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Practical situations

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.

X3M
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Balance factor.

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%???

X3M
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What is W?

I can observe any ammount of cover and pit any weapon against another weapon. Where 1 approaches and the other is around such cover.

Then both player will play as optimal as possible. And we get this RPS of the attributes as well.

I guess what is left is calculating W.

When the region is present. It could be 0 to 6.
With 6, we got a +67%.

The yes/no here is the average obstruction. Not half of 67%=33%.

I could observe at 3 on average.
I could observe the average of 0 to 6 in exponential effect.
We have +42% for the 3 obstruction.
We have +38% for the average of the 7 options.
But....we should consider that +67% because players will seek out the best cover. Urban has maximum space with a maximum cover.

In short, I decided that 50% of the map will be "cover". But since this is a practical choice. I shall not include it.

Then, will the player make use of the cover? There is a yes/no effect here as well?

Now it gets more interesting? Or should I say, more complicated?

Vs Normal, you can go inside or behind cover.
Vs Spread, you better go behind cover.
Vs Arc, you better go inside cover.
Vs Flow, don't bother.
Vs Seeker, don't bother either. But don't be so sure yet?

So, we have cover being usefull in 2 ways vs normal. 1 way vs spread and 1 way vs arc. As for flow and seeker, you don't bother. That is 4 vs "6" options? Or just a 50-50 situation.
60% would be the yes/no factor here.

We have now the options:
50% of 67%=33%
50% of 42%=21%
50% of 38%=19%
55% of 67%=37%
55% of 42%=23%
55% of 38%=21%
60% of 67%=40%
60% of 42%=25%
60% of 38%=23%

Absolute averages?
50% of 40%=20%
55% of 40%=22%
60% of 40%=24%

If I mix up the big 3. Then, the average of 67%, 42% and 38% is 49%.
50% of 49%=25%
55% of 49%=27%
60% of 49%=29%

Ok, I gathered a lot of data. The highest would be 40%.
The lowest is 20%.
The average of highest and lowest is 30%.

40% is close to multiplying with the square root of 2. This is a silent hint of the data. A sign....if you will.

I am going to consider 40% next time. But 50% is so close, might as well use that one. Still, I don't like all the rounding. And perhaps I can spot a "simpler" formula.

Especially with the seekers.

X3M
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I settled on 33%

I really considered the most practical use for obstruction. Then took the yes/no value for "is it avaiable?"

Avaiable for all maps is a 50% factor. And if you want to make use of it, you look it up. Then the other player will simply adept and pick the right weapons. In other words, the players are deciding for each other.

With 33.5% as hitchance at 6 obstruction. We have a +66.5% for reaching 100% effect.

With a 4/3 factor...for the first level of obstruction.
A spread costs 120 when a normal weapon costs 90.
111% compared to 83% would now be the case in open maps.
The list is:
111, 93, 77, 64, 54, 45, 37 Normal
_83, 83, 83, 83, 83, 83, 83 Spread

And most likely, that Blaster Pistol is going to be used as melee weapon if the Spread is in an open field. If not, the Blaster Pistol will make use of the bonus attack range rule. And take fire from an attack range of 2. While Spread cannot return fire at all.

X3M
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Ok, the initial weight on 1/3?

What happens now?

I am going to see the attack range 3 weapons once more to see if they are still "balanced". If not, I now will slowly increase the weight. Because I know 50% had good balance.
And 50 is a good average of 33 and 67. And this might be the yes/no in looking for the cover. Instead of just having the option.

Makes sense, nôh?
Then again, might as well apply 67% since the players look for it if needed.

It is like: "Do I need cover?"=yes
"Where do I find cover?"=there!

***

Is 33% so goody goody anyways?

The costs of the attack range=3 weapons with 33% weight are:
150.00 Normal
200.00 Spread
187.50 Arc
237.50 Flow
210.42 Seeker L1
231.25 Seeker L2

As for 67% weight:
150.00 Normal
250.00 Spread
225.00 Arc
325.00 Flow
270.83 Seeker L1
312.50 Seeker L2

As for the optimal profiles. Seems that both also fit with all options open.
The 67% weight shows more round numbers. I think this is a good sign.

And I use something similar for the Artillery. Where a big brother of the Arc takes place. But then, the factor is not +67%, but +100% instead.
The cost would be 262.50 for that one. But it would only be for a level 1 artillery. Well, more of that later. The thing is that it would ignore R=1 and R=2 at range 3. And it will ignore not only obstruction. But a 1 level higher terrain as well.
Since it still has an inaccuracy at the target. We have it being cheaper than Flow and even cheaper than Seeker L1.
After all, it has no use being an artillery with close combat. Yet the Seeker L1 has use there.

As for having a Spread on an Artillery. I think I need to add the factor in a cumulative way. Thus, if the Arc adds +0.5 and Artillery +0.75. When looking at Flow, it adds +1.17, which is +0.67 from spread + that 0.5 of the arc.
Ok, with that logic, the Artillery with Spread is +0.67 +0.75= +1.42
The total weight factor then would be 2.42.
And at that attack range, we get a total of 362.5.

This exceeds Flow.

I still need to think about the levels though.

But, while I said I wanted to settle for +33%. I rather use +67%.

The +33% made sense, the +50% made sense, the +100% did NOT make sense but was still balanced. But the +67% also makes sense and shows good numbers too.

X3M
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Ok, undecided for now...?

33% or 67%.

33% seems to be correct. But too soft.
67% is expensive? But sharper and more obvious.

Artillery is going to be 50% with that 33%.
Or 100% with that 67%.

With the soft choices, players don't need the attributes that much? Actually, it is the normal weapons that aren't used that much.

With 33%.
The attribute Spread can hit 75%. While Normal goes down quickly, and at 2 obstruction, it is already below that 75%.
If I look at it like this. Then Spread is used 5 out of 7 times. While Normal is used only 2 out of 7 times.
Also, 75/33= 2.25

With 67%.
The attribute Spread can hit 60%. Now, Normal is used 3 out of 7 times.
The difference is already so small.
60/33= 1.8

With 50%, it was 67/33= 2
With 100%, it was 50/33= 1.5

2.25, 1.8, 2 and 1.5 are factors of Spread being more effective than Normal at 6 obstruction.
As for the costs?
2.25 has 1.33, thus 75% tops.
1.8 has 1.67, thus 60% tops.
2 has 1.50, thus 67% tops.
1.5 has 2.00, thus 50% tops.

The factor here is always 3, from 2.25*1.33 or 1.8*1.67 or, well, you get the picture.
Thus the most favorable value would be the square root of 3.
This is 1.73 has 1.73, thus 58% tops.

Ok, that one brings it on exactly the 3 obstruction as turnpoint.

It doesn't matter.... I need to look at the most practical gameplay. And simply appoint then? Well. 67% is between 50% and 100%.

What if I simply say.... this is it? I just know, it is going to bite me back later... Well, cheers. Gona settle for 67%.

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