Relationship between costs and gains.
This is probably a question that someone with better math can address, but since I'm around...
In the current proposal, in order to provide a balance metric, ship improvements are linked decrements (if you go up on A, you go down on B).
Example for Rate of Fire
3.5) Rate of fire: spectrum from geologic-time-scale bombs to frequent rocket salvos. Examples:
<rof name="ExtremelyLow" rof_multiplier="0.125" dps_multiplier="1.5" />
<rof name="VeryLow" rof_multiplier="0.25" dps_multiplier="1.25" />
<rof name="Low" rof_multiplier="0.5" dps_multiplier="1.15" />
<rof name="Normal" rof_multiplier="1" dps_multiplier="1" />
<rof name="High" rof_multiplier="2" dps_multiplier="0.85" />
<rof name="Misery" rof_multiplier="4" dps_multiplier="0.75" />
Great. This makes sense.
The question I have is:
What should the relationship be between gains and costs? I see three options.
Option 1. A linear relationship, which is multiplicatively neutral.
For each gain x, the cost should be 1/x, so that the gain exactly counters the loss, i.e., x * 1/x = 1. In other words modifiers are a neutral proposition. This would encourage a player to use a wide variety or ships OR to not really care about what they build, because every ship is roughly the same in effectiveness. Assuming that the enemy doesn't focus on one type of ship or strategy. There are still gains to be had by tactical/micro play.
<rof name="ExtremelyLow" rof_multiplier="0.125" dps_multiplier="8" /> #net: 1
<rof name="VeryLow" rof_multiplier="0.25" dps_multiplier="4" /> #net: 1
<rof name="Low" rof_multiplier="0.5" dps_multiplier="2" /> #net: 1
<rof name="Normal" rof_multiplier="1" dps_multiplier="1" /> #net: 1
<rof name="High" rof_multiplier="2" dps_multiplier="0.50 /> #net: 1
<rof name="Misery" rof_multiplier="4" dps_multiplier="0.25" /> #net: 1
<rof name="ExtraMisery" rof_multiplier="8" dps_multiplier="0.125" /> #net: 1
Option 2. A non-linear relationship, in which extremes are more costly.
Illustrative Formula Example:
For each gain in X, the cost of X is higher, and ratio gets worse as you get more extreme. This encourages the player to build 'neutral' baseline ships, except when a strategy allows for a reduction in the impact of the penalties (i.e., bombing runs, sniping from distance, cloak strike, decoy tanking ships, etc). This approach really encourages tactics/micromanagement.
<rof name="ExtremelyLow" rof_multiplier="0.125" dps_multiplier="3" /> #net: 0.375
<rof name="VeryLow" rof_multiplier="0.25" dps_multiplier="2" /> #net: 0.50
<rof name="Low" rof_multiplier="0.5" dps_multiplier="1.5" /> #net: 0.75
<rof name="Normal" rof_multiplier="1" dps_multiplier="1" /> #net: 1
<rof name="High" rof_multiplier="2" dps_multiplier="0.375 /> #net: 0.75
<rof name="Misery" rof_multiplier="4" dps_multiplier="0.125" /> #net:
<rof name="ExtraMisery" rof_multiplier="8" dps_multiplier="0.047" />
Option 3: A non-linear relationship, with a more gentle curve.
Illustrative Formula Example:
- x = 1/x for values of x <= 2
- x = 1/x^2 for values of x > 2
Use the 1:1 approach for modifiers close to 'neutral' and then switch to less favorable ratios as you get more extreme. This would promote some countering behaviors, unless the opponent invested heavily into a specific trait, in which case a hard counter is available. This promote a mixture of ships and to tactical/micromanagement when your opponent over commits.
<rof name="ExtremelyLow" rof_multiplier="0.125" dps_multiplier="4" /> #net: 0.50
<rof name="VeryLow" rof_multiplier="0.25" dps_multiplier="3" /> #net: 0.75
<rof name="Low" rof_multiplier="0.5" dps_multiplier="2" /> #net: 1
<rof name="Normal" rof_multiplier="1" dps_multiplier="1" /> #net: 1
<rof name="High" rof_multiplier="2" dps_multiplier="0.50 /> #net: 1
<rof name="Misery" rof_multiplier="4" dps_multiplier="0.1875" /> #net: 0.75
<rof name="ExtraMisery" rof_multiplier="8" dps_multiplier="0.0625" /> #net: 0.50
Mind you, the actual values provided here are meant for illustration purposes, but the underlying question about the relationship should be solid.