1 |
I am writing my bachelor thesis about this yes. ^_^
|
1 |
I am writing my bachelor thesis about this yes. ^_^
|
2 |
It is based on Planetary Annihilation though but values are pretty similar to Zero-K.
|
2 |
It is based on Planetary Annihilation though but values are pretty similar to Zero-K.
|
3 |
\n
|
3 |
\n
|
4 |
A very simple and straight forward to measure the combat efficiency when both units are in range of each other is DPS*HP. Lets call this value 'Power'.
|
4 |
A very simple and straight forward to measure the combat efficiency when both units are in range of each other is DPS*HP. Lets call this value 'Power'.
|
5 |
\n
|
5 |
\n
|
6 |
1 Heavy unit vs 1 Light unit can be modelled as: HeavyUnitPower - LightUnitPower.
|
6 |
1 Heavy unit vs 1 Light unit can be modelled as: HeavyUnitPower - LightUnitPower.
|
7 |
\n
|
7 |
\n
|
8 |
1 Heavy unit vs many Light units can be modelled as: HeavyUnitPower - (LightUnitPower * n1 + LightUnitPower * n2 + LightUnitPower * n3 + ...)
|
8 |
1 Heavy unit vs many Light units can be modelled as: HeavyUnitPower - (LightUnitPower * n1 + LightUnitPower * n2 + LightUnitPower * n3 + ...)
|
9 |
where n is the number of light units. Mm... I need to work on a more strict mathematical formula that also shows how many light units that survive when they win.
|
9 |
where n is the number of light units. Mm... I need to work on a more strict mathematical formula that also shows how many light units that survive when they win.
|
10 |
\n
|
10 |
\n
|
11 |
Many Heavy units vs many Light units is more difficult to analyse.
|
11 |
Many Heavy units vs many Light units is more difficult to analyse.
|
12 |
The best case scenario is that all the light units can focus down the heavy units one at a time although this rarely applies ingame. If the units can focus fire each other then the advantage of weight is almost completely negated and the engagement follows Lanchasters square law.
|
12 |
The best case scenario is that all the light units can focus down the heavy units one at a time although this rarely applies ingame. If the units can focus fire each other then the advantage of weight is almost completely negated and the engagement follows Lanchasters square law.
|
13 |
\n
|
13 |
\n
|
14 |
More on that here:
|
14 |
More on that here:
|
15 |
https://forums.uberent.com/threads/defining-mathematical-unit-balance-metrics.56287/page-2#post-869551
|
15 |
https://forums.uberent.com/threads/defining-mathematical-unit-balance-metrics.56287/page-2#post-869551
|
16 |
\n
|
16 |
\n
|
17 |
Overkill can easily be factored in. Just calculate how much % of the DPS that will actually be used.
|
17 |
Overkill can easily be factored in. Just calculate how much % of the DPS that will actually be used.
|
18 |
If a weapon does 1000 damage each shot but the target only have 200 HP then only 20% of the DPS will be used. If a weapon does 500 damage and the target has 600 HP then only 60% of the DPS will be used.
|
18 |
If a weapon does 1000 damage each shot but the target only have 200 HP then only 20% of the DPS will be used. If a weapon does 500 damage and the target has 600 HP then only 60% of the DPS will be used.
|
19 |
So
Specific
Power
in
a
specific
match-up
is
DPS
*
OverkillFactor
*
Health.
|
19 |
So
the
Power
in
a
specific
match-up
is
DPS
*
OverkillFactor
*
Health.
|
20 |
\n
|
20 |
\n
|
21 |
To
compare
a
units
power
for
health
I
use
(
DPS/cost)
*(
HP/cost)
which
we
can
call
Strength
per
1
metal.
|
21 |
To
compare
a
units
power
for
cost
I
use
(
DPS/cost)
*(
HP/cost)
which
we
can
call
Strength
per
1
metal.
|
22 |
The advantage of weight maxes out at 50%.
|
22 |
The advantage of weight maxes out at 50%.
|
23 |
If a very light unit and a very heavy unit have the same Strength per 1 metal then the a lone heavy unit can kill twice the cost against light units even if all the light units are in range and focus fire on the heavy unit.
|
23 |
If a very light unit and a very heavy unit have the same Strength per 1 metal then the a lone heavy unit can kill twice the cost against light units even if all the light units are in range and focus fire on the heavy unit.
|
24 |
\n
|
24 |
\n
|
25 |
Then we also got splash damage, units blocking each and unit footprint size to further complicate it which I don't really know how to deal with except on a case to case basis.
|
25 |
Then we also got splash damage, units blocking each and unit footprint size to further complicate it which I don't really know how to deal with except on a case to case basis.
|
26 |
\n
|
26 |
\n
|
27 |
Kiting is pretty easy to define. If unit A have longer range and the same speed or greater than Unit B it can kite the other unit forever potentially. However you can still calculate the losses that it would take for a faster but lower ranged unit to get in range of a slower and longer ranged unit.
|
27 |
Kiting is pretty easy to define. If unit A have longer range and the same speed or greater than Unit B it can kite the other unit forever potentially. However you can still calculate the losses that it would take for a faster but lower ranged unit to get in range of a slower and longer ranged unit.
|
28 |
\n
|
28 |
\n
|
29 |
Mm... manoeuvrability is complicated as its' usefulness depends on the battlefield in general. Are you trying to avoid enemy forces, get in range of the enemy or kite the enemy? It is very sensitive to the context in which the units are being used.
|
29 |
Mm... manoeuvrability is complicated as its' usefulness depends on the battlefield in general. Are you trying to avoid enemy forces, get in range of the enemy or kite the enemy? It is very sensitive to the context in which the units are being used.
|