FinnMcCool
Crazy in the right way...
Let's take for the sake of argument, that the formula for calculating combat odds is A/(vA+vD)
where vA is the Defender's Attack value plus mods, and vD is the defender's Defense value plus mods.
The more I play this game, the more I realize something isn't right. It's purely an impression mind you,
so I'm actually posting about the player's IMPRESSION, and not any mathematical formulae. Basicly,
it boils down to the RNG and the esoteric factors of probability curves and variance. Please don't skoff,
and read on, fellow gamers: "probability curve" only happens when more than one randomizer is used.
If only one RNG is used, there is NO CURVE. And variance only refers to the range of the RNG.
There was a big hairy argument in a thread I posted earlier, regarding whether the odds formula is
accurate, since there are so many cases where a spearman can kill a tank. I was summarily cast down for
even suggesting such a thing, and I'm convinced Dangerboy is accurate in his description of the odds formula.
There is an interesting phenomenon we are witnessing here, though, and it hasn't been brought up. So I'll
break the ice.
They say there are three kinds of lies: lies, damn lies and statistics. If you arrange a combat between 500
Archers against 500 Spearmen, and tabulate the results, you will in fact have a STATISTICLY ACCURATE
description of the odds for these units' combat outcomes. But your findings will have very little to do with
what it's like to play the game. You have to play 500 combats to achieve these results. When you reduce the
number of events, an interesting thing happens. Variance becomes more and more significant. I'm using the
term "variance" out of context, but I'm using it in it's traditional sense, not in the specialized meaning used in
statistics. With no probability curve, any number has an equal chance of coming up in the RNG, which basicly
MAXIMIZES "variance". This doesn't change any statistical conclusions at all. But it means that in INDIVIDUAL
attacks (which are how we experience them in play) there is a large probability in any given single combat, that
my strong, elite unit will lose against a weak conscript. There is also an equally large probability that my weak
conscript will survive an attack from a strong, elite opponent. Hence we see events like a spearman killing a tank.
This shouldn't be eliminated. I believe it can happen (molotov cocktails, tank traps, etc) but I seriously suggest
it should be MINIMIZED. I've hashed out probability curves with professional designers, and they agree that a
curve gives the game rules greater control. With no curve (using only a single RNG) the game rules are literally,
"OUT OF CONTROL"... Spearmen kill tanks...
USE PROBABILITY CURVES. In any RNG line, use multiple RNGs within the range to create a curve, it helps add
to the player's sense of "predictability" and adds some value to strategy... rather than relying on randomness.
where vA is the Defender's Attack value plus mods, and vD is the defender's Defense value plus mods.
The more I play this game, the more I realize something isn't right. It's purely an impression mind you,
so I'm actually posting about the player's IMPRESSION, and not any mathematical formulae. Basicly,
it boils down to the RNG and the esoteric factors of probability curves and variance. Please don't skoff,
and read on, fellow gamers: "probability curve" only happens when more than one randomizer is used.
If only one RNG is used, there is NO CURVE. And variance only refers to the range of the RNG.
There was a big hairy argument in a thread I posted earlier, regarding whether the odds formula is
accurate, since there are so many cases where a spearman can kill a tank. I was summarily cast down for
even suggesting such a thing, and I'm convinced Dangerboy is accurate in his description of the odds formula.
There is an interesting phenomenon we are witnessing here, though, and it hasn't been brought up. So I'll
break the ice.
They say there are three kinds of lies: lies, damn lies and statistics. If you arrange a combat between 500
Archers against 500 Spearmen, and tabulate the results, you will in fact have a STATISTICLY ACCURATE
description of the odds for these units' combat outcomes. But your findings will have very little to do with
what it's like to play the game. You have to play 500 combats to achieve these results. When you reduce the
number of events, an interesting thing happens. Variance becomes more and more significant. I'm using the
term "variance" out of context, but I'm using it in it's traditional sense, not in the specialized meaning used in
statistics. With no probability curve, any number has an equal chance of coming up in the RNG, which basicly
MAXIMIZES "variance". This doesn't change any statistical conclusions at all. But it means that in INDIVIDUAL
attacks (which are how we experience them in play) there is a large probability in any given single combat, that
my strong, elite unit will lose against a weak conscript. There is also an equally large probability that my weak
conscript will survive an attack from a strong, elite opponent. Hence we see events like a spearman killing a tank.
This shouldn't be eliminated. I believe it can happen (molotov cocktails, tank traps, etc) but I seriously suggest
it should be MINIMIZED. I've hashed out probability curves with professional designers, and they agree that a
curve gives the game rules greater control. With no curve (using only a single RNG) the game rules are literally,
"OUT OF CONTROL"... Spearmen kill tanks...
USE PROBABILITY CURVES. In any RNG line, use multiple RNGs within the range to create a curve, it helps add
to the player's sense of "predictability" and adds some value to strategy... rather than relying on randomness.