Loading...
  OR  Zero-K Name:    Password:   

Post edit history

Mathematical balance metrics in competitive multiplayer games

To display differences between versions, select one or more edits in the list using checkboxes and click "diff selected"
Post edit history
Date Editor Before After
4/11/2015 1:57:00 AMSErank[Er0]Godde before revert after revert
4/11/2015 1:56:22 AMSErank[Er0]Godde before revert after revert
4/11/2015 1:56:05 AMSErank[Er0]Godde before revert after revert
4/11/2015 1:55:37 AMSErank[Er0]Godde before revert after revert
4/11/2015 1:55:21 AMSErank[Er0]Godde before revert after revert
4/11/2015 1:54:57 AMSErank[Er0]Godde before revert after revert
4/11/2015 1:54:14 AMSErank[Er0]Godde before revert after revert
Before After
1 [quote]Sounds interesting but for ZK you would need a really good model of projectile dodging. Raiders are central for a lot of the game and they can dodge each others projectiles a lot.[/quote]Lets start off easy. 1 [quote]Sounds interesting but for ZK you would need a really good model of projectile dodging. Raiders are central for a lot of the game and they can dodge each others projectiles a lot.[/quote]Lets start off easy.
2 Lets only consider the unit as a line equal to 2x the radius of a unitsphere and that the line is perpendicular to the incoming projectile. 2 Lets only consider the unit as a line equal to 2x the radius of a unitsphere and that the line is perpendicular to the incoming projectile.
3 Lets say that the unit is standing still facing a direction perpendicular to the projectile path and that the projectile is aimed at the middle of the line. Therefore the unit only needs to move its' unitsphere radius to be out of the path of the projectile. 3 Lets say that the unit is standing still facing a direction perpendicular to the projectile path and that the projectile is aimed at the middle of the line. Therefore the unit only needs to move its' unitsphere radius to be out of the path of the projectile.
4 For the weapon we have Range and ProjectileVelocity(disregarding that missiles need acceleration and ballistics needs a parabolic path). 4 For the weapon we have Range and ProjectileVelocity(disregarding that missiles need acceleration and ballistics needs a parabolic path).
5 For the unit we have MaxSpeed, Acceleration and UnitRadius. 5 For the unit we have MaxSpeed, Acceleration and UnitRadius.
6 SecondsToReachTarget = Range/ProjectileVelocity 6 SecondsToReachTarget = Range/ProjectileVelocity
7 TimeToAccelerateToMaxSpeed = MaxSpeed/Acceleration 7 TimeToAccelerateToMaxSpeed = MaxSpeed/Acceleration
8 if SecondsToReachTarget > TimeToAccelerateToMaxSpeed 8 if SecondsToReachTarget > TimeToAccelerateToMaxSpeed
9 _ DistanceTravelled = (Acceleration*SecondsToReachTarget)/2 9 _ DistanceTravelled = (Acceleration*SecondsToReachTarget)/2
10 else 10 else
11 _ DistanceTravelled = (Acceleration*TimeToAccelerateToMaxSpeed)/2 + MaxSpeed*(SecondsToReachTarget - TimeToAccelerateToMaxSpeed) 11 _ DistanceTravelled = (Acceleration*TimeToAccelerateToMaxSpeed)/2 + MaxSpeed*(SecondsToReachTarget - TimeToAccelerateToMaxSpeed)
12 \n 12 \n
13 if DistanceTravelled > UnitRadius 13 if DistanceTravelled > UnitRadius
14 else 14 _ UnitDodged = true
15 _ DnitDodged = true
16 \n 15 \n