Hi,
I am a theory crafter at heart and definitley knows what happens to well formed plans when they get kicked in the balls by reality, but despite that I continue to tinker away with numbers and only spend a little time actually playing. Each to his own I guess. ![]()
So I need you guys to help me with some ideas and estimations and such, preferably from people who plays alot and have seen it all.
I have put together a little program that test two squadrons agains each other and it runs smoothly enough to try 100 000 jousts in a couple of seconds. That is enough data to get the accuracy level down to parts of a percent and that means that I can estimate what modifications and stats are worth cost wise in a 100 pnt build.
There are ofcourse some very serious limitation to my little program and I will get to them, but first this is what it can do (at the moment - I have a long ToDo list).
Each side can have three different ship types and total number of ships on each side is limited to 10.
I have no database of actual ships, so I have to put in the stats manually ( I have a few default values so it is pretty quick). The advantage of this is that I can try any type of stats on the ships.
I have a few upgrades coded, like Focus (for all), Target Lock, evade, Stealth Device, Upgraded Shields, etc. Just some of the easy ones. Upgraded Shields could just be simulated by increasing the actual shield attribute of course.
Other things can be worked around, with a little theory crafting. An ability that gives me an extra attack die once every three times or so could be simulated by adding two ships with the basic attack and a third copy of the ship with the increased attack, etc. This is a workaround until I have implemented that particular ability properly.
The first goal has been to be able to simulate basic shipbuilds without any modification and that is almost doable.
Once all the ship type's stats are typed in, and the number of each ship type I have two guestimated values:
FocusFire%:
This simulates the ability to attack the first ship in the enemy list (should be the highest value target). If this check fails it will apply half the FocusFire% chance to aquire a secondary target, then a third, etc until we run out of enemy ships and end up not having a target to shoot at.
At the moment I have this value at a default 50%, but it can be changed to simulate 360 degree arcs, or bad manouverability, etc.
Stress%:
This is the chance that the ship will be stressed every turn. If this happen it will not take an action, but will automatically get rid of the stress. This is set at 25% at the moment but can be adjusted to make up for different abilities, etc. A ship that is stressed will have it's FocusFire% halved for that round, since it pretends to make a green manouver by default to get rid of the stress.
There is no actual movement, since that is waaaaaaay to hard to simulate in a good manner without a very good AI module. Instead the squads just follow a range list that begins with range 3 then alternate between range 2 and 1 until it starts over after 8 rounds.
There is an action priority list with some simple rules like: If a ship doesn't have a current target, but is the target of another ship it will take an Evade action if it can, etc. Usually ships ends up taking Focus actions alot, but Target Locks were more useful than I thought at first.
Die rolling, etc are done according to the rules. Crits are handled correctly, but the effects of the crits are a basic 34% chance of causing an extra point of damage. No other ill effects from them.
So after adjusting the guestimates (I usually keep them the same for both squads since that will usually clearify the difference between the other settings) I start the simulation and get back a win rate for squad one in percent. Draws are excluded from the average. I also get the average number of turns each match up took.
I will say it again: I am not simulating any manouvering which means I am not simulating real games in any way or form. My goal is to see the effects of small adjustments and get answers to questions like:
What happens with my fictive win rate if I add a shield to one ship in my 8 ship TIE Swarm, instead of an extra hull? Everything else being the same.
How long does Howlrunner need to stay alive to justify her extra cost in a TIE Swarm. And how much will the number of ships effect this? This takes some theory crafting, tweaking and several runs to get an answer to, since I haven't directly implemented her ability yet.
What is 3 agility worth instead of 2 in a basic X-wing build?
How does 3 attack instead of 2 on one ship effect the outcome of a match with basic ships jousting.
What ships are the best and the worst in their basic configurations, not taking manouverability into account?
What ships are worth their basic price, not taking manouverability into account?
Etc...
So this is pretty much where I am now with this little project. So now my questions is, where to go from here? What abilities are the most important to simulate? Any ideas on how to "simulate" better manouverability besides the FocusFire% mechanic described above?
I will be happy to simulate any simple scenarios for you if you have specific questions or just want to test two pretty basic squadrons agains each other?
I will be posting some of my findings, and adjust them when my simulation improves. And answer any questions or requests of course.