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Mathematical balance metrics in competitive multiplayer games

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4/8/2015 9:05:28 PMSErank[Er0]Godde before revert after revert
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1 @mojjj 1 @mojjj
2 [quote]what are your plans to stich these into equations: 2 [quote]what are your plans to stich these into equations:
3 information/information denial[/quote]Information/information denial is mostly a metagame cost benefit analysis IMO. It's pretty much game theory 101. 3 information/information denial[/quote]Information/information denial is mostly a metagame cost benefit analysis IMO. It's pretty much game theory 101.
4 Lets take nuke/anti-nuke in ZK for example. There are some options: 4 Lets take nuke/anti-nuke in ZK for example. There are some options:
5 1. Make anti-nuke without scouting. 5 1. Make anti-nuke without scouting.
6 2. Scout the enemy to look for nukes. 6 2. Scout the enemy to look for nukes.
7 3. Attack the enemy so they can't spare the resources to make a nuke. 7 3. Attack the enemy so they can't spare the resources to make a nuke.
8 4. Don't bother about it as a nuke won't cripple you if it hits you. 8 4. Don't bother about it as a nuke won't cripple you if it hits you.
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10 From the start of the game, 4 and 3 is pretty dominant as you don't have something worth nuking and if the enemy tries to rush a nuke you can probably kill them with your army. 10 From the start of the game, 4 and 3 is pretty dominant as you don't have something worth nuking and if the enemy tries to rush a nuke you can probably kill them with your army.
11 As economies grow nukes becomes more and more accessible and can be built in less time. Scouting the enemy might be still be cheaper than making an anti-nuke so that can be a good alternative to making an anti-nuke outright and you also gain other useful information. 11 As economies grow nukes becomes more and more accessible and can be built in less time. Scouting the enemy might be still be cheaper than making an anti-nuke so that can be a good alternative to making an anti-nuke outright and you also gain other useful information.
12 Once scouting becomes more and more expensive, making an anti-nuke is a cheaper alternative than scouting. 12 Once scouting becomes more and more expensive, making an anti-nuke is a cheaper alternative than scouting.
13 \n 13 \n
14 Denial of scouting 14 Denial of scouting
15 Spending resources on preventing being scouted means that the enemy have to guess what you are making and increases the likeliness of them making the wrong counter. Are you making a nuke, a detriment, or a Starlight? 15 Spending resources on preventing being scouted means that the enemy have to guess what you are making and increases the likeliness of them making the wrong counter. Are you making a nuke, a detriment, or a Starlight?
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18 \n 18 \n
19 [quote]time windows to react to known things[/quote]Once scouted it's a matter of how long a counter requires, and of the players execution and skill which in the end affects the metagame greatly. For example if the players can estimate how long it takes them to build an anti-nuke and the enemy to build a nuke, they can decide how frequent they are going to scout or when they are going to make an anti-nuke blind. So game theory evaluating different builds and such. 19 [quote]time windows to react to known things[/quote]Once scouted it's a matter of how long a counter requires, and of the players execution and skill which in the end affects the metagame greatly. For example if the players can estimate how long it takes them to build an anti-nuke and the enemy to build a nuke, they can decide how frequent they are going to scout or when they are going to make an anti-nuke blind. So game theory evaluating different builds and such.
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21 \n 21 \n
22 [quote]macro gaming 22 [quote]macro gaming
23 unit micro[/quote]This seems like its decided by the players skill. Like can you fight on several fronts at once? Can you keep both microing and expanding your economy? Does your enemy have inherent weakness in micro or macro that you can exploit? 23 unit micro[/quote]This seems like its decided by the players skill. Like can you fight on several fronts at once? Can you keep both microing and expanding your economy? Does your enemy have inherent weakness in micro or macro that you can exploit?
24 Mostly metagaming/game theory. 24 Mostly metagaming/game theory.
25 About different types of unit micro:What I plan to do is to write metrics that sets upper and lower limits. Like if your units all divide fire equally without any overkill they will be so and so effective. Unit X can kite several enemies of type Y even when they are approaching from different directions at an angle of Z. 25 About different types of unit micro:What I plan to do is to write metrics that sets upper and lower limits. Like if your units all divide fire equally without any overkill they will be so and so effective. Unit X can kite several enemies of type Y even when they are approaching from different directions at an angle of Z.
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28 [quote]element of surprise[/quote]This is a lot of things. But mostly metagaming. Can you surprise your enemy? Are you performing a strategy that the enemy have never seen? 28 [quote]element of surprise[/quote]This is a lot of things. But mostly metagaming. Can you surprise your enemy? Are you performing a strategy that the enemy have never seen?
29 \n 29 \n
30 [quote]timeing to react and teamwork[/quote]Mm... goes mostly into player skill and execution. Like 3 people might be able to perform micro better on 3 fronts than 1 person. 30 [quote]timeing to react and teamwork[/quote]Mm... goes mostly into player skill and execution. Like 3 people might be able to perform micro better on 3 fronts than 1 person.
31 \n 31 \n
32 [quote]unit combinations to a certain situation[/quote]There are a lot of unit combinations in Zero-K. Although I guess you can evaluate stuff like tanking for other units pretty easily and then implement other specific metrics. Like if you have a Reaper and a Banisher and the Reaper tanks all the damage at first they will a have a cumulative strength of (ReaperDPS+BanisherDPS)*ReaperHealth + BanisherDPS*BanisherHealth 32 [quote]unit combinations to a certain situation[/quote]There are a lot of unit combinations in Zero-K. Although I guess you can evaluate stuff like tanking for other units pretty easily and then implement other specific metrics. Like if you have a Reaper and a Banisher and the Reaper tanks all the damage at first they will a have a cumulative strength of (ReaperDPS+BanisherDPS)*ReaperHealth + BanisherDPS*BanisherHealth
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34 [quote]unit placement on the battlefield (and influence by unit speed...)[/quote]This is pretty tricky. Since positioning depends a lot on all the other units and map features, information, kiting, height advantage and resources positioning. 34 [quote]unit placement on the battlefield (and influence by unit speed...)[/quote]This is pretty tricky. Since positioning depends a lot on all the other units and map features, information, kiting, height advantage and resources positioning.
35 I think that one key to analysing this is to convert Cost to TimeCost. TimeCost is basically how much time of your economy is required to produce a unit. 35 I think that one key to analysing this is to convert Cost to TimeCost. TimeCost is basically how much time of your economy is required to produce a unit.
36 So say for example that you are rushing 4 Scorchers at the enemy. They will have a relatively high TimeCost as your economy is small at the start of the game. If your enemy makes economy at first instead and then makes 4 scorchers of his own, his Scorchers will have a lower TimeCost as his economy is bigger at that time which means that even if the 4 rushed Scorchers make cost in metal, they might not make cost in TimeCost. 36 So say for example that you are rushing 4 Scorchers at the enemy. They will have a relatively high TimeCost as your economy is small at the start of the game. If your enemy makes economy at first instead and then makes 4 scorchers of his own, his Scorchers will have a lower TimeCost as his economy is bigger at that time which means that even if the 4 rushed Scorchers make cost in metal, they might not make cost in TimeCost.
37 But on the other hand 1 Dart can threaten and harass several positions at once and requires at least 2 Darts or defenses to be hunted down so even if the Dart does no damage it can still make TimeCost by forcing the enemy to make defenses and slow down their economic growth. 37 But on the other hand 1 Dart can threaten and harass several positions at once and to counter the single Dart, at least 2 Darts or some other defensive units has to be built so even if the Dart does no damage it can still make TimeCost by forcing the enemy to make defenses and slow down their economic growth.
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