Author Topic: Armor is not that important currently  (Read 21927 times)

Offline TechSY730

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Re: Armor is not that important currently
« Reply #45 on: February 13, 2012, 01:45:28 pm »
Hull bonuses are applied before armor.

Then I would suggest that when armor rebalance starts, this is changed so that hull bonuses are applied after armor (assuming no drastic changes are made to the rest of the formula. If there are, then we should think this choice again with the new behaviour in mind)

Now despite the fact that this is not a major change code wise, it would be a major change balance wise. It would really impact the role of hull mutlipliers and hull types impact durability. However, I think it would be a good one, as it makes armor more valuable in the case where a ship is forced to deal with one of its counters, and thus making armor piercing and rotting more important.

Offline Ranakastrasz

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Re: Armor is not that important currently
« Reply #46 on: February 13, 2012, 07:48:47 pm »
Armor? What is armor?

Offline keith.lamothe

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Re: Armor is not that important currently
« Reply #47 on: February 13, 2012, 07:50:30 pm »
Armor? What is armor?
The thing that makes AI Raid Starships really annoying to kill if you don't have certain special tools or drop a brick house on it.
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Offline Cyborg

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Re: Armor is not that important currently
« Reply #48 on: February 13, 2012, 07:51:30 pm »
On lookup tables: if we went with a logarithmic scale, that's absolutely what we'd have to do.  The game computes "how much damage would X do to Y" way too often to be doing any kind of exponential math in the computation as often as armor is involved.

We actually use lookup tables for converting "ship current->destination slope" to "ship rotation angle" to avoid calling sin() and cos() a ridiculous number of times simply for movement, and that's a fairly extensive set of numbers.  Though the magnitude of a new lookup table would need to be sanity checked due to our relatively tight heap-size ceiling.

Cyborg, to clarify: are you talking about (in a case with no hull multipliers for simplicity) :

1)

damage = attacker_raw_damage - f(defender_armor_rating - attacker_armor_pen)

where f(n) = log(n)     (and presumably other multipliers or whatever, as straight up log(n) would produce pretty low values)

instead of the current f(n) = n


or 2)

damage = attacker_raw_damage * (1 -  f(defender_armor_rating - attacker_armor_pen) )

where f(n) = log(n)   (and whatever other stuff and/or divisors to keep 10 armor from nulling out all damage, negative damage, etc)



Anyway, I don't know right now that the subtractive model is fundamentally unbalanceable, or that a logarithmic model would be better on that count, but it's possible.

I meant #2. Very good, thank you for understanding what I'm talking about!

I know that most people are not going to read a big wall of text, but here is the problem as I see it:

You have spent a few years now adding expansions and ships, strategic points, objectives, and so on to the point where there are just too many to keep track of in our heads. In other games, launching a new expansion might mean making old content obsolete. As an example, look at World of Warcraft. You can have all of this crappy armor at every single level all the way to the maximum level, and it doesn't really matter because each tier is only balanced against its own tier.

You can't do that. You are supporting all of your expansions and all of your ships, so making all of them worthwhile means that when you add new content that's much more badass than the old content, you would have to do a balance pass every single time, and it's just untenable at this point. You're relying on people like myself to really give you a magnified view of ships that are 3 years old against content that just came out at the end of last year.

That's why we see crazy armor values of 8000 or more, or really crappy armor values that don't mean a thing. On top of that- and probably to compensate for a usually meaningless statistic- you have specialized hulls on the ships to actually give you the kind of action/reaction between the types of ships. It's to actually create relationships between the ships that the armor values just don't do anymore in most cases (there are exceptions, lawyers out there). The other crazy thing that you have done (and I mean this nicely) is trying to put caps on things like armor boosting, because the linear relationship boosted becomes ridiculous. If you try and boost something on a logarithmic curve, you will not have to cap it! The math takes care of itself.

So what I'm suggesting is to create a logarithmic curve where the balancing steps are (off the top of my head):

1) create a linear graph of the ships armor ratings
2) map it to a logarithmic curve
3) create a bar graph showing HP, damage, armor (color-coded by hull type)

The advantages of doing this balance is that you will never, ever, need to touch armor again because every ship will maintain its position on the graph; ships that were created 3 years ago will still have an armor rating that can go up against the fallen spire. You might be saying, the HP will need to be adjusted, and maybe so, but I think that the hull multiplier already takes care of that for you.

As someone else said, I would have thought that the hull type multiplier comes after normalization, but if that's how it's balanced,  so be it. Not a huge deal.

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Offline keith.lamothe

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Re: Armor is not that important currently
« Reply #49 on: February 13, 2012, 08:05:40 pm »
Ok, so fundamentally it would be something similar to the idea I mentioned earlier (which would require all new armor ratings for everything, but I think that will need to happen one way or another) :

Effective ArmorDamage Reduction
10010.00%
20019.35%
30028.05%
40036.10%
50043.50%
60050.25%
70056.35%
80061.80%
90066.60%
100070.75%
110074.25%
120077.10%
130079.30%
140080.85%
150081.75%
160082.00%
In that case it isn't logarithmic proper, but the first 100 points gives 10% and each 100 points gives 0.65% less than the previous 100 points.  Not really the greatest formula but wanted to make sure I wasn't missing some more fundamental difference between that and what you're talking about: armor would reduce damage by a percent, not an absolute amount.

The only real problem I have with that is that it's nice to have a mechanic whereby ships that rely on a high rate of fire do less total damage against certain targets, even with the same raw damage total.  If we switch to a percent reduction we lose that ability (unless I'm missing something).  Not the end of the world, but I'd like to see if we can keep that.
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Offline chemical_art

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Re: Armor is not that important currently
« Reply #50 on: February 13, 2012, 08:08:19 pm »
Couldn't you simulate such an effect with a lack of armor piercing, and make a little bit of armor piercing the norm for non rapid shots?

EDIT: Or even have negative armor piercing?
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Offline Cyborg

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Re: Armor is not that important currently
« Reply #51 on: February 13, 2012, 08:09:40 pm »
The only real problem I have with that is that it's nice to have a mechanic whereby ships that rely on a high rate of fire do less total damage against certain targets, even with the same raw damage total.  If we switch to a percent reduction we lose that ability (unless I'm missing something).  Not the end of the world, but I'd like to see if we can keep that.

You are missing hull multipliers. That's how you would deal with that situation. But your table is exactly what I'm talking about.
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Offline Cyborg

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Re: Armor is not that important currently
« Reply #52 on: February 13, 2012, 08:10:36 pm »
Couldn't you simulate such an effect with a lack of armor piercing, and make a little bit of armor piercing the norm for non rapid shots?

EDIT: Or even have negative armor piercing?

You can simulate everything linearly  :) It's just going to break the next time they drop an expansion. I'm talking about a system that will stand the test of time with only minor adjustments needed.
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Offline chemical_art

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Re: Armor is not that important currently
« Reply #53 on: February 13, 2012, 08:12:11 pm »
What I meant was to have the armor piercing have a negative % effect combined with the increased rate of fire. So that ships with little armor suffer more damage while suffering worst effects with high damage absorbation.
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Offline keith.lamothe

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Re: Armor is not that important currently
« Reply #54 on: February 13, 2012, 08:17:55 pm »
Basically have it actually increase the effective armor of the target for purposes of that shot.  That would certainly work.  Though I think units that had negative ArPen would really get slammed in the "this unit really stinks" discussions ;)  Of course, that would depend on how good it was at other stuff.
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Offline TechSY730

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Re: Armor is not that important currently
« Reply #55 on: February 13, 2012, 08:22:19 pm »
Ok, so fundamentally it would be something similar to the idea I mentioned earlier (which would require all new armor ratings for everything, but I think that will need to happen one way or another) :

Effective ArmorDamage Reduction
10010.00%
20019.35%
30028.05%
40036.10%
50043.50%
60050.25%
70056.35%
80061.80%
90066.60%
100070.75%
110074.25%
120077.10%
130079.30%
140080.85%
150081.75%
160082.00%
In that case it isn't logarithmic proper, but the first 100 points gives 10% and each 100 points gives 0.65% less than the previous 100 points.  Not really the greatest formula but wanted to make sure I wasn't missing some more fundamental difference between that and what you're talking about: armor would reduce damage by a percent, not an absolute amount.

I'm assuming that table is just "snapshots" of the equation, and the actual formula will be continuous?

And yea, modifying the equation to make it work sensibly with armor peircing, armor rotting, armor boosting, hull multipliers, other attack multipliers, etc will be kind of a trick, but it could be done.

Although I still think the current formula could work, I would be fine with this as long as those considerations remain and are handled sanely, and the end formula is continuous, deterministic, and not "stepwise".
« Last Edit: February 13, 2012, 08:30:04 pm by techsy730 »

Offline chemical_art

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Re: Armor is not that important currently
« Reply #56 on: February 13, 2012, 08:24:35 pm »
Basically have it actually increase the effective armor of the target for purposes of that shot.  That would certainly work.  Though I think units that had negative ArPen would really get slammed in the "this unit really stinks" discussions ;)  Of course, that would depend on how good it was at other stuff.

Yep. You just need to ensure the rate of fire makes up for it. Handy for ships meant to slay the smaller craft like armored ships.

I would extend the armor range to be more gradual, so that instead of the range 1300-1400 being the 80% but rather 13,000 to 14,000...maybe.
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Offline Toranth

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Re: Armor is not that important currently
« Reply #57 on: February 15, 2012, 08:20:17 am »
If the idea is converting armor to a percentage-based damage reduction, why not just skip all the middle math, and just list:

Armor: 80%    (This ship's heavy armor reduces the damage from incoming weapons by 80%)
Armor piercing:  30%  (This ship's tightly-focused attacks reduce the effectiveness of an enemy ship's armor by 30%)

This makes the math really simple:  Damage_dealt = base_damage * (armor% - armor_pierce%)  [ignoring hull multipliers, no negative damage, etc]

This would allow the players to do quick and easy (and accurate!) identification and comparison of armored ships vs armor piercing ships.
It makes it very simple to balance quickly.  Well, intuitively, at least, if not necessarily quickly...
Mathematically simple for easy calculations without lookup tables or processor heavy computations.
It simplifies the effects of hull type multipliers and where they occur in the equation, which was talked about earlier.
Removes any concerns about minimum damage.  Want an 80% minimum?  Don't give anything more than 80% armor.
If I remember correctly, armor recovery (after being hit by Armor Rotters, etc) is percentage based, isn't it?  So no change there.

All in all, it seems simple, if a bit lacking in flexibility for special cases.

Offline Hearteater

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Re: Armor is not that important currently
« Reply #58 on: February 15, 2012, 10:12:00 am »
I'm going to repeat this for the percent-reduction advocates, since I posted this on page 1 and it may have been missed:
I actually don't really like %-reduction armor, at least by itself.  I think per-shot reduction (what we have now) is very valuable.  Both would be fine.  But per-shot reductions allow number-of-shots to be a positive or negative balancing factor for ships.  Positive against unarmored ships because you get the least overkill when damage is broken into smaller chunks for delivery.  Negative against armored ships because the effectiveness of armor is multiplied by the number of shots.

Offline Diazo

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Re: Armor is not that important currently
« Reply #59 on: February 15, 2012, 11:30:03 am »
Okay.  My turn to add yet another option to this debate.

I am going to argue for essentially keeping the system as it is, with the change that ship armor is always the same mark level as the attacking ship.

What I mean is that a Mk II Bomber defending against a Mk I Fighter only has a Mk I Bomber's armor. This is the trick that allows the current armor system to exist as is does because you can now say "bombers stop 15% of a fighters attack" and input the numbers for the different mark levels appropriately.  The Mk II bomber would have all it's other values at Mk II, such as HP, and so still outclass the Mk I ship.

This avoids the pitfall of the current system where a lower mark ship has a significant damage decrease against a higher level target and would allow for the armor minimum damage cap to be reduced from 20% much easier as the difference in mark levels no longer means such a big difference in armor.

Using the current Fighter and Bomber number (ignoring the Fighter's x6 bonus against Bombers here)
Current Mk I Fighter VS:
Mk I Bomber: 3600 dmg/shot, 43 shots to kill, 172 seconds
Mk II Bomber: 2400 dmg/shot, 129 shots to kill, 516 seconds
Mk III Bomber: 1200 dmg/shot, 385 shots to kill, 1540 seconds
Mk IV Bomber: 960dmg/shot(cap), 642 shots to kill, 2568 seconds
Mk V Bomber: 960dmg/sec(cap), 803 shots to kill, 3212 seconds

No change except bomber always has Mk I armor:
Mk I Bomber: 3600 dmg/shot, 43 shots to kill, 172 seconds
Mk II Bomber: 3600 dmg/shot, 86 shots to kill, 344 seconds
Mk III Bomber: 3600 dmg/shot, 129 shots to kill, 516 seconds
Mk IV Bomber: 3600 dmg/shot, 172 shots to kill, 688 seconds
Mk V Bomber: 3600 dmg/shot, 214 shots to kill, 856 seconds

I suppose this also raises the question of how effective lower marks should be against higher mark ships? This change would make lower marks significantly more effective in fighting higher mark ships. Note even at Mk II, 516 vs 344 seconds.

Also note the fighter does not hit armor cap with this change, this is what would allow the 20% minimum damage to be reduced to 15% or even 10% as armor cap will be hit a lot less often by the 'general purpose' ships.

To be really effective, I can also see tweaking the damage and ROF of ships. Not to change their overall DPS, but rather to make more of a difference between the low damage/high ROF ships and the high damage/low ROF ships so that the impact of armor would be more noticable.

This would be a total rebalance of the game, but it at least keeps the underlying mechanics (almost) the same and so should be much easier to implement.


On a side note, now that the radar dampening mechanic exists, some of the original units that got really high armor should probably get radar dampening instead?