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June 2002: [Freeciv-Dev] Re: Bombers/Fighters no longer obsolete (PR#1628) |
[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 "From what I am reading Win98 and NT5.0 will be getting rid of all that crap anyway. Seems that Microsoft has invented something called TCP/IP and another really revolutionary concept called DNS that eliminates the netbios crap too. All that arping from browsers is going to go away. I also hear rumors that they are on the verge of breakthrough discoveries called NFS, and LPD too. Given enough time and money, they might eventually invent Unix." -- George Bonser in linux-kernel
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