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June 2002: [Freeciv-Dev] Re: Bombers/Fighters no longer obsolete (PR#1628) |
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[Freeciv-Dev] Re: Bombers/Fighters no longer obsolete (PR#1628)[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
On Fri, Jun 28, 2002 at 04:29:04AM -0700, Raahul Kumar wrote:
> > So what about increasing the HPs to 30 and reduce the defense strength
> > from 5 to 3?
>
>
> Ack. My tone seems a bit hostile in the previous email. Accept my apologies.
>
> Hmm. Interesting. I am opposed to the hp change. The reason is that it defies
> intuition. Stealth Bombers are not very physically tough units. On the other
> hand, they deliver a very powerful attack. So I would prefer a firepower or
> attack rating increase.
>
> Think of the battleship having 40 hitpoints. That represents the incredible
> armour a battleship has.
>
> I want a firepower increase to 3. That would make stealth bombers more
> powerful
> than regular bombers.
>
> 14attack * 20hps * 3fp = 840
> 14attack * 30hps * 2fp = 840
>
> So 3 Stealth would have 2520 attack power vs 4 * (12 * 20 * 2) = 1920. The
> stealth bomber would win easily.
>
> hps = hitpoints fp = firepower attack = attack rating of unit
>
>
> The defence changes I leave to your judgement. Do we want to represent how
> much
> harder a stealth bomber is allegedly to target? If so, leave the defence
> unchanged. If not, lower it to 3.
>
> Greg, Per, I would like your comments here. Especially Greg's. He was the one
> who pointed out the decided weakness of stealth units.
>
> Raimar: While we are at it, what are the rules for balancing units? I suggest
> that we work out some rules for how powerful units should be. I'll suggest a
> couple:
This is a good question. _If_ we assume that
"(a->{attack,defense}_strength * a->firepower * a->hp)/a->build_cost"
defines the raw military value of a unit you get the attached list
(the values are multiplied by 100 to avoid floats). First value is
att/cost (a->attack_strength * a->firepower *
a->hp)/a->build_cost. Second value is def/cost (a->defense_strength *
a->firepower * a->hp)/a->build_cost. Third is the sum.
You can now also look at the changes in these values in the case of
upgrading. So for example the Warriors -> Pikemen change is a bad move
based on the all/cost value but you get the Pikeman flag. You also see
that the upgrading to Musketeers and Cannon is a good move.
And last but not least you see that:
Bomber -> Stealth Bomber
build_cost: 120 -- > 160 +33%
attack_strength: 12 -- > 14 +16%
defense_strength: 1 -- > 5 +400%
move_rate: 24 -- > 36 +50%
att/cost: 400 -- > 350 -12%
def/cost: 33 -- > 125 +278%
all/cost: 433 -- > 475 +9%
in the Stealth Bomber case you only get +9%. To make this a bit more
sweet I would up the all/cost to just below 600 (similar to the
Stealth Fighter). Possible solutions are:
Bomber -> Stealth Bomber
build_cost: 120 -- > 160 +33%
attack_strength: 12 -- > 14 +16%
move_rate: 24 -- > 36 +50%
firepower: 2 -- > 3 +50%
att/cost: 400 -- > 525 +31%
def/cost: 33 -- > 37 +12%
all/cost: 433 -- > 562 +29%
Bomber -> Stealth Bomber
build_cost: 120 -- > 160 +33%
attack_strength: 12 -- > 20 +66%
defense_strength: 1 -- > 3 +200%
move_rate: 24 -- > 36 +50%
att/cost: 400 -- > 500 +25%
def/cost: 33 -- > 75 +127%
all/cost: 433 -- > 575 +32%
> No unit should be invulnerable. There should always be at least one unit that
> can destroy that unit at a favourable shield ratio. For example, take a
> battleship:
> There is no unit that can successfully destroy a battleship at a good loss
> ratio. Subs should be the unit for the job. They should have an attack rating
> that is higher, so that they can kill a battleship. Adjust their shield cost
> to
> 80 to compensate for their power.
From the raw numbers
Destroyer: 200 + 200 = 400
Cruiser: 450 + 450 = 900
AEGIS Cruiser: 480 + 480 = 960
Battleship: 600 + 600 = 1200
Submarine: 1000 + 200 = 1200
Battleship and Submarine are equal priced. It may be possible to
change the attack of Submarines from 10 to 14 and the cost from 60 to
80.
> And in turn, destroyers should have a big advantage against subs. At
> long last Freeciver's will build something other than battleships
> when they have the tech.
??
> Think Scissors, Paper, Rock.
>
> Next: Sometimes units should be far more powerful than the previous generation
> of units. Gunpowerder is an excellent example. All units after gunpowder
> should
> be more powerful than the earlier units.
See above.
> Air units need a boost to their move rate. All air units. How much should the
> boost be? I favour an across the board 200% increase in move rate.
I haven't a position about this yet.
Raimar
--
email: rf13@xxxxxxxxxxxxxxxxx
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