Author Topic: Bonus Ship Ommission File  (Read 29239 times)

Offline keith.lamothe

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Re: Bonus Ship Ommission File
« Reply #150 on: October 24, 2012, 05:31:30 pm »
More seriously: some armor formulae are non-linear in terms of "absolute damage reduction produced by one more point of armor", but linear in terms of "% damage reduction produced by one more point of armor".
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Offline Wingflier

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Re: Bonus Ship Ommission File
« Reply #151 on: October 24, 2012, 05:34:33 pm »
This debate has been done to death, but the issue is that there is a confusion over what the term "diminishing" means.  It is not a diminishing returns system:

Quote
If every point in armor gave you the same amount of damage reduction, each point of armor would be more effective than the least.  Meaning that the best way to play the game would be to stack as much armor as possible.  This is why Blizzard has balanced armor so that its relationship with effective health is linear.

Diablo 3 also uses the proposed EHP system, and here is a good post explaining why it's not diminishing:

http://us.battle.net/d3/en/forum/topic/5149150485

Here's a graph showing this:

https://docs.google.com/file/d/0BzcHYxf3ztgTQ0pMenNBeXExams/edit
« Last Edit: October 24, 2012, 05:40:12 pm by Wingflier »
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Offline Draco18s

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Re: Bonus Ship Ommission File
« Reply #152 on: October 24, 2012, 05:38:34 pm »
This debate has been done to death, but the issue is that there is a confusion over what the term "diminishing" means.  It is not a diminishing returns system:

Diablo 3 also uses the proposed EHP system, and here is a good post explaining why it's not diminishing:

http://us.battle.net/d3/en/forum/topic/5149150485

That only works when you're comparing a current armor value to a new armor value in a swap operation.  "Oh, it's 1000 points higher, that means I'll be 33% more durable" but doesn't work in an RTS game.  "This unit that I have has 5000 armor, that means it's 33% more durable than a theoretical unit that I don't have, which is 33% more durable than another theoretical unit I don't have, which is...."

In an RTS you are only looking at much more than two numbers, and the relative durability falls by the wayside.  You want to know absolute durability, which is non-linear.

Offline Wingflier

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Re: Bonus Ship Ommission File
« Reply #153 on: October 24, 2012, 05:42:59 pm »
This debate has been done to death, but the issue is that there is a confusion over what the term "diminishing" means.  It is not a diminishing returns system:

Diablo 3 also uses the proposed EHP system, and here is a good post explaining why it's not diminishing:

http://us.battle.net/d3/en/forum/topic/5149150485

That only works when you're comparing a current armor value to a new armor value in a swap operation.  "Oh, it's 1000 points higher, that means I'll be 33% more durable" but doesn't work in an RTS game.  "This unit that I have has 5000 armor, that means it's 33% more durable than a theoretical unit that I don't have, which is 33% more durable than another theoretical unit I don't have, which is...."

In an RTS you are only looking at much more than two numbers, and the relative durability falls by the wayside.  You want to know absolute durability, which is non-linear.
I don't think you understand his post.  The way the EHP system works has nothing to do with the genre of game.

https://docs.google.com/spreadsheet/pub?key=0Ag4BdvmMzezudEszY2pQUUczTXdhY3A0UE05ZGkzX0E&output=html
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Offline Wingflier

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Re: Bonus Ship Ommission File
« Reply #154 on: October 24, 2012, 06:02:11 pm »
I'll try to explain it a little better.

Let's say you have 1,000 health and 20 armor and you're attacked by a 100 damage shot.  1,000 health x 100% EHP = 2,000 effective health.  2,000 - 100 = 1900.  So you have 950 health left after the attack.

However let's say you have 1,000 health and 100 armor, and we've already discovered that you'll end up with 983 health after the attack.

20 armor had a bigger effect, compared to no armor, than did 100; but that doesn't mean the effect was diminishing, it just means that compared to 0, it was bigger.

For example, traveling 20 mph is 20 times faster than traveling at 1 mph.  However, traveling 100 miles per hour is only 5 times as fast as traveling at 20 miles per hour.

Does this mean that your speed diminishes the higher you go?  No, the increase is just less than before (relatively).

« Last Edit: October 24, 2012, 06:04:11 pm by Wingflier »
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Offline Hearteater

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Re: Bonus Ship Ommission File
« Reply #155 on: October 24, 2012, 06:59:56 pm »
Would it be ok if I just said what the answer is to this mini-debate so we can move on?  It's been well covered and is well understood in game design and has been for years; 10 years at minimum.

Wingflier's system does not have diminishing returns.  It is also not linear.

Offline Toranth

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Re: Bonus Ship Ommission File
« Reply #156 on: October 24, 2012, 07:04:22 pm »
I'll try to explain it a little better.

Let's say you have 1,000 health and 20 armor and you're attacked by a 100 damage shot.  1,000 health x 100% EHP = 2,000 effective health.  2,000 - 100 = 1900.  So you have 950 health left after the attack.

However let's say you have 1,000 health and 100 armor, and we've already discovered that you'll end up with 983 health after the attack.

20 armor had a bigger effect, compared to no armor, than did 100; but that doesn't mean the effect was diminishing, it just means that compared to 0, it was bigger.

For example, traveling 20 mph is 20 times faster than traveling at 1 mph.  However, traveling 100 miles per hour is only 5 times as fast as traveling at 20 miles per hour.

Does this mean that your speed diminishes the higher you go?  No, the increase is just less than before (relatively).
The problem with your example (and proposed system) is that it is counter-intuitive.
100 armor is 5 times 20 armor.  Therefore, an intuitive guess would be that it is 5 times as effective.

But it is not.
20 armor prevented 50 points of damage.
100 armor prevented 83 points of damage.
Thats a 66% increase in protection.  In terms of survivability, the target goes from taking 20 shots to kill (@ 50 dmg each) to taking 58 (@ 17 dmg each).  That's about a 3-fold increase in survivability (as follows from a 66% increase in protection).

Neither the 66% nor the 3-fold are obvious from looking at the numbers "20" and "100".
That is my objection.  I want to be able to look at the numbers and NOT THINK. 



I'm a really big fan of not thinking.

Offline Draco18s

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Re: Bonus Ship Ommission File
« Reply #157 on: October 24, 2012, 07:26:40 pm »
100 armor is 5 times 20 armor.  Therefore, an intuitive guess would be that it is 5 times as effective.

But it is not.

That is my objection.  I want to be able to look at the numbers and NOT THINK. 

Precisely.  In an RPG all that matters is that XYQ is bigger than XVF.  If you want to figure out of N armor is worth Y damage or not, then you can sit down with a spreadsheet and figure it out.

In an RTS there are way too many units and way too many decisions that need to be made very quickly for that kind of system to be viable.  People go "it has more armor" and the actual net benefit is lost.

An RTS player expects linear values.

8 shots is four times as many as 2 shots, therefore 4 times as good.
100 damage is two times bigger than 50 damage, therefore twice as good.
1000 armor is ten times bigger than 100 armor and is...uh...**** it.  Eleventy-two thirds and a half better.  ****.  It's just better, ok?

No, it shouldn't be like that.  If it's 10 times bigger, it needs to be 10 times better (with some kind of cap, such as the one we have, where damage can't be lower than 20% of the base, which is very easy to calculate: "A is bigger than B, therefore C").

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« Last Edit: October 24, 2012, 08:03:24 pm by keith.lamothe »

Offline Wingflier

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Re: Bonus Ship Ommission File
« Reply #158 on: October 24, 2012, 08:14:39 pm »
I'll try to explain it a little better.

Let's say you have 1,000 health and 20 armor and you're attacked by a 100 damage shot.  1,000 health x 100% EHP = 2,000 effective health.  2,000 - 100 = 1900.  So you have 950 health left after the attack.

However let's say you have 1,000 health and 100 armor, and we've already discovered that you'll end up with 983 health after the attack.

20 armor had a bigger effect, compared to no armor, than did 100; but that doesn't mean the effect was diminishing, it just means that compared to 0, it was bigger.

For example, traveling 20 mph is 20 times faster than traveling at 1 mph.  However, traveling 100 miles per hour is only 5 times as fast as traveling at 20 miles per hour.

Does this mean that your speed diminishes the higher you go?  No, the increase is just less than before (relatively).
The problem with your example (and proposed system) is that it is counter-intuitive.
100 armor is 5 times 20 armor.  Therefore, an intuitive guess would be that it is 5 times as effective.

But it is not.
20 armor prevented 50 points of damage.
100 armor prevented 83 points of damage.
Thats a 66% increase in protection.  In terms of survivability, the target goes from taking 20 shots to kill (@ 50 dmg each) to taking 58 (@ 17 dmg each).  That's about a 3-fold increase in survivability (as follows from a 66% increase in protection).

Neither the 66% nor the 3-fold are obvious from looking at the numbers "20" and "100".
That is my objection.  I want to be able to look at the numbers and NOT THINK. 



I'm a really big fan of not thinking.
I can see that, because if you were you'd realize the system was originally used in Warcraft 3, an extremely successful RTS game that didn't cause the players' head to implode everytime they started thinking about armor values.

The system is very simple:  A little armor is nice, a lot of armor is even better.  Each point of armor increases your EHP, but like I said before, the effect it has at lower amounts is much larger than at higher amounts, when you compare the two.  See the example I gave above, 0-20 is a much bigger leap than 20-100 comparatively.

All the player REALLY needs to know is whether the ship has a low, medium, or high armor value.  Once you play enough you'll get a feel for how these affect your raw damage.  It is not that complicated.  Eyeballing a ship's armor value and getting a feel for it is a hell of a lot simpler than what we do now, which is trying to memorize each individual ships hull type, hull multiplier, and numbers for each multiplier. 

Does a commander in battle see an enemy tank and say, "WHOA HOLD UP, WE CAN'T ENGAGE UNTIL I KNOW EXACTLY HOW MUCH ARMOR, IN SQUARE METERS THAT THING IS PADDED IN?"  No.  You just hit the damn thing with the strongest weapon you've got.  Similarly, if you see a high armor unit, you throw your best anti-armor unit at it.  Over time, you'll get opportunities to try ships with no armor piercing against different armor values, and just like any other RTS, you'll get a feel for how it typically works out.

This is already what's happening.  Nobody sits there and memorizes endless hull type multipliers, unit damages, and unit healths; we just have a general "this unit hurts this" in our mind, and we already have an idea of how long that will take.  If anything, simple armor values make the learning curve much faster.
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Offline Toranth

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Re: Bonus Ship Ommission File
« Reply #159 on: October 24, 2012, 09:28:25 pm »
I'm a really big fan of not thinking.
I can see that, because if you were you'd realize the system was originally used in Warcraft 3, an extremely successful RTS game that didn't cause the players' head to implode everytime they started thinking about armor values.
First, I played Warcraft 3, and didn't enjoy it very much.  Too much focus on multiplayer and clickiness.  Which is a shame, because Warcraft 2 was awesome.
Second, saying "Someone else did it, therefore it must be right" is not a useful claim.  SoSE has an effective armor system, but I really wouldn't suggest adopting that one, either.
Third, Warcraft 3 had what, 10 unit types per race?  40-50 total?  How many does AI War have?  Many more. 
Because there are so many more, they need more ability to differetiate themselves.  At the same time, since memorization isn't an option, whatever system is used needs to be obvious.

All the player REALLY needs to know is whether the ship has a low, medium, or high armor value.  Once you play enough you'll get a feel for how these affect your raw damage.
Aaaaand, that's the issue.  You say that the actual numbers don't matter.  Just low, medium, high.  Then why not MAKE the values 'low', 'medium', and 'high'? 
Why do you require the player to be experienced before they can even get an idea of how things work?  That's not good.  In fact, I would call that bad design.
If you were seriously suggesting that we replace the wide range of numerical values with just two or three simple ones, I might agree with that.  But you're not suggesting that, you're suggesting that we take a simple and intuitive system, and make it non-simple, obtuse, and inconvenient - aka, not fun.

This is already what's happening.  Nobody sits there and memorizes endless hull type multipliers, unit damages, and unit healths; we just have a general "this unit hurts this" in our mind, and we already have an idea of how long that will take.  If anything, simple armor values make the learning curve much faster.
This is part of the general complaint about hull types and multipliers as well - they're arbitrary.  It bothers some people more than others, but it's a topic that has been discussed more than once.  Increasing the number of non-obvious factors is not going to help the situation.

As for counters?  Usually what happens is that when the game starts, I do a mouse-over of all the AI unlocks, and then check what I have to counter that.  After that, ARS unlocks are considered as well, when they appear.  That's how I suspect most people do it.  Memorization only applies to things like "Bombers vs Fortresses" that come up a LOT. 
But when I want to have those details, they are available right there in front me, and I can use them, quick and easy.


Personally, the best suggestion I've heard was when someone suggested we ditch armor entirely, and use a two-factor system of ship size and hull type.  Armor would become more HP, and 'Armor Piercing' would become a multiplier against that type.

Offline Hearteater

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Re: Bonus Ship Ommission File
« Reply #160 on: October 24, 2012, 09:49:37 pm »
what do we want Hull Type to do?
Differentiate ship types.
Just to note, if you used an 8-bit hull type of flags as I proposed a little earlier with ships having multiple possible "hull types", then for all combinations of 0 to 3 hull flags you get 92 possible distinct ship properties.  That without considering armor :) .

Offline Draco18s

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Re: Bonus Ship Ommission File
« Reply #161 on: October 24, 2012, 09:59:55 pm »

Offline Histidine

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Re: Bonus Ship Ommission File
« Reply #162 on: October 25, 2012, 12:23:49 am »
This thread gave me a minor headache.

Wingflier, you could have just explained it thus in an earlier post: Damage decreases non-linearly with armor, but shots-to-kill increases linearly.  Tada!
Of course, my AP/armor system also increases shots-to-kill linearly, and with half as much math as the EHP system*. So  :P

Yeah, I'm casting my vote in favor of Hearteater's hull type bit field as well. Simple and effective.

*Actually, on closer inspection the math for both is equally easy, but that's because all the explanations of EHP were far more contrived than they needed to be
« Last Edit: October 25, 2012, 12:38:44 am by Histidine »

Offline Wingflier

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Re: Bonus Ship Ommission File
« Reply #163 on: October 25, 2012, 12:36:54 am »
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First, I played Warcraft 3, and didn't enjoy it very much.  Too much focus on multiplayer and clickiness.  Which is a shame, because Warcraft 2 was awesome.
The focus on clickiness was a design decision, it had nothing to do with the successful armor system.

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Second, saying "Someone else did it, therefore it must be right" is not a useful claim.
This is a straw man argument, or a caricature of what I have said.  To claim, "It has worked well before, therefore it can work well again", is much different than saying, "It has worked before, and therefore must be right".  You've built a straw man implying that my entire argument hinges on the fact that it has worked before, and you're wrong because I also provide plenty of other reasons why as well.

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Third, Warcraft 3 had what, 10 unit types per race?  40-50 total?  How many does AI War have?  Many more. 
That's exactly the point.  The more complicated the game becomes, the simpler the system needs to be.  The armor system I'm proposing is much SIMPLER than the hull type multiplier system that we have.  The player has to remember MUCH LESS than before. 

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Because there are so many more, they need more ability to differetiate themselves.  At the same time, since memorization isn't an option, whatever system is used needs to be obvious.
I agree, which is why the proposed system works better.  With the proposed system, the exact damage reduction percentage (based on armor) can be displayed on each units bar, which makes it extremely obvious how much damage a unit will do.  Much more obvious, in fact, than it currently is.

So you tell me:  Which one is more complicated to the player?

A system where, before you can take into account the damage done, you must first calculate:

1. The hull bonuses of the ship firing.
2. The hull type being shot at.
3. The actual hull multipliers of the ship firing.
4. The damage of the ship firing.
5. The armor value of the ship being fired upon.
6. Multiply the damage of the hull multipliers x weapon damage.
7. Run this damage through the current (confusing) armor system.
8. Arrive at result.

In the new system it's:

1. The damage of the ship firing.
2. The damage reduction in percentage of the ship being shot at (shown on its bar).
3. Arrive at result.

Holy cow, and my system is more complicated?

What you guys are doing here is a logical fallacy called appeal to fear.  Without good evidence, you're presenting this doomsday scenario where if we change the game in a certain way, it suddenly becomes much more difficult and complicated for the player.  You have presented no evidence or examples for why this would be the case, it's just your emotional appeals and doomsday theorycrafting.  If anything, you would do better to argue that the new system is TOO SIMPLE, and can't accomplish as much as the current hull multiplier system - that might be a valid argument. 

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Aaaaand, that's the issue.  You say that the actual numbers don't matter.  Just low, medium, high.  Then why not MAKE the values 'low', 'medium', and 'high'? 
The actual numbers do matter, my point was that using either system, it's basically going to come down to the player becoming comfortable with the game.  In my over 15 years of experiences with RTSes, rarely do I sit there and do these mathematical calculations in my head mid-battle, I just do a brief overlook of how units interact, then learn as a I go.  I dare say this is how most players play as well, and if that is true, then a simple armor system that stays consistent is MUCH more effective than a hull type multiplier system, where a lot of memorization is required.

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Why do you require the player to be experienced before they can even get an idea of how things work?  That's not good.  In fact, I would call that bad design.
The player already has to be experienced to get an idea of how things work, it's AI War.  I'm arguing that the new system actually has a much faster learning curve that the old system.  See my example above.

Quote
If you were seriously suggesting that we replace the wide range of numerical values with just two or three simple ones, I might agree with that.  But you're not suggesting that, you're suggesting that we take a simple and intuitive system, and make it non-simple, obtuse, and inconvenient - aka, not fun.
What is obtuse and inconvenient about a system that can actually show you the ACTUAL damage reduction of each attack right on its bar?  The system we use where 7 steps of calculation are required to reach a result, instead of 2 steps, is much more complicated than what I'm proposing.  This is more fear mongering.

Quote
Personally, the best suggestion I've heard was when someone suggested we ditch armor entirely, and use a two-factor system of ship size and hull type.  Armor would become more HP, and 'Armor Piercing' would become a multiplier against that type.
I'm not opposed to that.
« Last Edit: October 25, 2012, 12:47:44 am by Wingflier »
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Offline TechSY730

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Re: Bonus Ship Ommission File
« Reply #164 on: October 25, 2012, 12:48:49 am »
Personally, the best suggestion I've heard was when someone suggested we ditch armor entirely, and use a two-factor system of ship size and hull type.  Armor would become more HP, and 'Armor Piercing' would become a multiplier against that type.

I (think) that was me. The idea being that each stat could have its own multipliers. It would also give a clear way to document targeting restrictions (for example, the Bomber Starship could have 0x ultra-small and 0x small in its bonus description, clearly documenting what things it can't and can't hit (as each ship would have its size class listed), rather than the somewhat nebulus description we have now).

However, in my original proposal, I was not going to "ditch" armor. However, Keith made the interesting proposition of not removing the numeric armor stat completely, but make it a special property only some ships would have, like armor-rotting. Most ships would have no numerical armor rating (instead, relying on HP for durability, which is much easier to mentally keep track of) This would may require some adjustment of how things armor peircing and armor rotting work, but it was a nifty idea. As such, removing armor as a pervasive damage mitigation mechanic, and and maybe make it a "special" one for only certain ships, may work pretty well.

Also, Keith also had a very interesting system that was easier to balance but still used numeric armor. There was some fancy math; I can't remember the details. But it lead to some very nice behavior (in particular, how it deals with the high ROF, low damage per shot and low ROF, high damage per shot weapons do against armor) That proposal is in the previous armor discussion thread, and it seems viable as well.

For hull types, I think a rebalanced of distribution would fix it, and, as I mentioned before, reducing the average magnitude of the multipliers. Hearteater's idea of making the hull types non-exlusive (aka, multiple could be applied to the same ship) is intriguing (though we would probably want to rename if this happens, to something like hull properties or ship properties or something like that)

EDIT: Keep in mind, no matter what formula we go with, the game can tell you how much damage is going to be done. Both in the actual matchup (the damage display when you hover over a ship when you have a ship selected) and the reference tab for "hypothetic" match-ups you don't have in front of you at the moment but you would still like to know. So people who don't want to do "math gymnastics" to figure out damage don't have to, the game can tell them. They would only need to work through the formula if they want to understand how the damage number is gotten, or for what stats to look to min/max when finding the best unit to counter another unit.
« Last Edit: October 25, 2012, 12:55:26 am by TechSY730 »