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Overdrive, Underdrive and Quantum Mechanics

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Date Editor Before After
1/5/2015 3:33:58 AMAUrankAdminGoogleFrog before revert after revert
Before After
1 I will answer some questions about the basic requirements of the system. 1 I will answer some questions about the basic requirements of the system.
2 \n 2 \n
3 @Lynx has raised the question "why do large mexes have to be more valuable for OD?". I suspect the answer goes back to cloud metal map, I don't remember though because I do not think I was in development when OD was added. With the old metal system you could perch many mexes on a single mex spot and they would each receive a portion of the income. If this perching resulted in a higher OD income then that would be an easy way to game the system. 3 @Lynx has raised the question "why do large mexes have to be more valuable for OD?". I suspect the answer goes back to cloud metal map, I don't remember though because I do not think I was in development when OD was added. With the old metal system you could perch many mexes on a single mex spot and they would each receive a portion of the income. If this perching resulted in a higher OD income then that would be an easy way to game the system.
4 \n 4 \n
5 Mex perching is impossible now that we have a snapping mex placement system so that limitation no longer applies. It would be feasible to make OD treat every mex as if it had equal income. This would make the code simpler but intuitiveness issues would remain the same. This leads to the broader question "Should base mex income vary?". 5 Mex perching is impossible now that we have a snapping mex placement system so that limitation no longer applies. It would be feasible to make OD treat every mex as if it had equal income. This would make the code simpler but intuitiveness issues would remain the same. This leads to the broader question "Should base mex income vary?".
6 \n 6 \n
7 I think base mex income should vary. With the current OD equation variable mex income can be used to regulate the effectiveness of OD on particular maps. High mex income can make a part of the map important but only if you get the infrastructure up to overdrive it. This is used for center mexes on many maps. To support this I think that OD should be more valuable on large mexes. 7 I think base mex income should vary. With the current OD equation variable mex income can be used to regulate the effectiveness of OD on particular maps. High mex income can make a part of the map important but only if you get the infrastructure up to overdrive it. This is used for center mexes on many maps. To support this I think that OD should be more valuable on large mexes.
8 \n 8 \n
9 Fixing the OD equation aligns with the aims of the OD system because there should be no ways to reduce your income by adding pylons. 9 Fixing the OD equation aligns with the aims of the OD system because there should be no ways to reduce your income by adding pylons.
10 \n 10 \n
11 [b]1. Ideal Solution[\b] 11 [b]1. Ideal Solution[/b]
12 \n 12 \n
13 I have said the ideal solution can be implemented as long as it is not done naively. The naive solution would be the stop and re-loop when a mex is found to have negative income. I do not want to add more loops. 13 I have said the ideal solution can be implemented as long as it is not done naively. The naive solution would be the stop and re-loop when a mex is found to have negative income. I do not want to add more loops.
14 \n 14 \n
15 [b]2. Underdrive[\b] 15 [b]2. Underdrive[/b]
16 Underdrive would imply that mexes can 'burn' their output to produce up to 4 energy. This energy can only be used on OD. I do not think that this mechanic makes any sense intuitively. Furthermore it is not as easy to implement as it sounds because the UI would need to support negative OD and subtracting metal income is not as simple as adding a negative amount. 16 Underdrive would imply that mexes can 'burn' their output to produce up to 4 energy. This energy can only be used on OD. I do not think that this mechanic makes any sense intuitively. Furthermore it is not as easy to implement as it sounds because the UI would need to support negative OD and subtracting metal income is not as simple as adding a negative amount.
17 \n 17 \n
18 [b]3. Symmetrization[\b] 18 [b]3. Symmetrization[/b]
19 [img]https://cloud.githubusercontent.com/assets/2573076/5605880/f5b2c1e8-9414-11e4-969e-ef613eb3daa4.PNG[/img] 19 [img]https://cloud.githubusercontent.com/assets/2573076/5605880/f5b2c1e8-9414-11e4-969e-ef613eb3daa4.PNG[/img]
20 This is sqrt(e)/4. My worry here is that it buffs spread solar spam and nerfs high energy OD. 20 This is sqrt(e)/4. My worry here is that it buffs spread solar spam and nerfs high energy OD.
21 \n 21 \n
22 Look at high energy OD. Each number is how much energy you need for an extra mex of income. 22 Look at high energy OD. Each number is how much energy you need for an extra mex of income.
23 Old: 12, 32, 60, 96, 140 23 Old: 12, 32, 60, 96, 140
24 New: 16, 64, 144, 256, 400 24 New: 16, 64, 144, 256, 400
25 Overdrive rapidly becomes a bad idea. 25 Overdrive rapidly becomes a bad idea.
26 \n 26 \n
27 Rescaling does not independently fix this change because the low end is already significantly buffed. If each mex has 4/3 energy then they would have %15 OD under the old system and 29% OD under the new system. If you only OD half your mexes for 8/3 energy each you would get 29% OD on them under the old system so it is barely worth connecting them. On the other hand with the new system you would get 41% OD so there are definite gains to be made from putting small amounts of energy next to every mex. 27 Rescaling does not independently fix this change because the low end is already significantly buffed. If each mex has 4/3 energy then they would have %15 OD under the old system and 29% OD under the new system. If you only OD half your mexes for 8/3 energy each you would get 29% OD on them under the old system so it is barely worth connecting them. On the other hand with the new system you would get 41% OD so there are definite gains to be made from putting small amounts of energy next to every mex.
28 \n 28 \n
29 These changes are not necessarily bad. They are just things that have to be discussed under balance and game flow instead of under the guise of a small fix. 29 These changes are not necessarily bad. They are just things that have to be discussed under balance and game flow instead of under the guise of a small fix.