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Devaad

Joined: 20 May 2006 Posts: 318
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Posted: Fri Nov 02, 2007 9:26 pm Post subject: An idea to Promote Varying Design and Dynamic Battles |
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First off, I'd like to say that even if this idea has no chance of being implemented for a while, it's best to get ideas out there and discussed. Second, I want to say my idea is meant to cause designs created at all three extremes to always have some kind of weakness so battles can ebb and flow as one type destoys another and the third type comes up to prevent the line from breaking(which I'm not sure I made clear below as I may have made it sound more complicated than it is). Third, I was thinking that the chance to hit equation be modified to include one of the currently uninvolved techs below while the damage per hit equation undergo anywhere from low change to no change, however I don't know for sure if it is only the equations that would need to be changed. I need the help of players more experienced with math and how the current equations affect gameplay to aid in both determining if equation changes are all that are needed, and how those changes would be implemented to reflect the goal I outlined in the second and last sentences of this paragraph. Fourth and last, predictions of how such changes would affect titan design from players experienced in such would be helpful(as in, would such a change really affect design and prevent a static "best titan design" from ever existing again).
-----Intro-----
I was thinking on the school bus how Tartarus could be changed a bit without adding/removing and techs or units, when an idea struck me that made me sprint home from the school bus stop.
I figured Tartarus should have designs/attributes/something that have a pronounced weakness against other designs/attributes/something while also having a pronounced strength over still others. Then I suddenly remembered a favorite strategy game series of mine (sadly, only one player) called Fire Emblem. I recalled one of the main points was the fact that there was a pair of triangles, one melee and the other magic.
Magic: Light trumps Dark, Dark trumps Anima, and Anima trumps Light.
Melee: Swords trump Axes, Axes trump Lances, Lances trump Swords.
Generalization: Accuracy trumps Strength, Strength trumps Balance, Balance trumps Accuracy.
(There were also Staves for magic and bows for melee, but they were the odd men out and weren't subject to the triangles.)
It then hit me that if Tartarus had a similar kind of triangle(s) for techs and/or units, designs and strategies would change to reflect this and the movement between titans caused by the three major types trumping each other and rushing to defend holes/weaknesses would lead to more dynamic battles, also allowing attackers to probe defenders' installations with an advantageous type. (Hrm... run-on sentence.)
-----Details-----
I was thinking perhaps the relationship between weapon tech, computer tech, and shield tech could be modified to create such a triangle.
Perhaps: Computers/Engines trump Shields, Shields trump Weapons, Weapons trump Computers/Engines
(Engines OR Computers)
I got the idea for the above triangle from an old post made by Nova pointing out a(n apparently, I don't know) long-standing fact that titans that prioritize shields over weapons are better. (If I remember correctly, it was because shielded titans last longer and get more hits due to experience.) Since Shields reduce hits and damage, I figured Computers or Engines would somehow increase hits, while Weapons would increase damage. (Oh wait, they already do that... makes this simpler. Perhaps a slight modification to help differentiate between the three types more would be called for though.) Of course, Computers already increase the repair rate, and Engines increase movement. Personally, I'm for Computers rather than Engines, but I'll include Engines below because my preference isn't neccesarily the best choice.
So, compare contrast pros/cons of different techs if they were to be modified to create a triangle. Engines and Computers are included, but it's either one or the other. The pros and cons of Weapons and Shields wouldn't be changed by the third tech used methinks.
Computers: Provide control, provide repair, act as HP/Stamina(I can't think of a better term), increase the number of hits on foes. (Accuracy/Intelligence)
Engines: Provide power, provide movement, increase the number of hits on foes. (Accuracy)
Shields: Reduce hits on titan(by weapon tech), reduce damage, increase survivability/experience acquisition. (Defense/Dexterity)
Weapons: Increase the number of hits(to a small extent), increase damage. (Power/Strength)
All three are capable of influencing chance to hit in order to make the three extremes more viable. Computers/Engines directly, Shields through experience, and Weapons directly, though not to the extent of Computers/Engines. Of course, experience aids all three extremes in the end.
Is that accurate? I think the first thing would be to choose between Engines and Computers before talking of equations, if the idea is even acceptable. _________________ Arch-Mage of the EM and the Magefolk
Maturelyexpressedimmaturityiswhatvideogamesareallabout.-Me
Reallifeisaboutthenastystuff,thisisjustaboutdeathanddestruction.-Jonathan
Owhatatangledwebweweavewhenfirstwepracticetodecieve.-Cloak of Darkness
Last edited by Devaad on Sat Nov 03, 2007 1:24 am; edited 1 time in total |
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Dragonia
Joined: 08 Mar 2007 Posts: 255
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Posted: Sat Nov 03, 2007 12:07 am Post subject: |
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lol, I get what your saying but I think the end result wouldn't be to good... at the very least making designing and battling 5x more complicated then it already is.
that... and I'm not rly sure how much god is still working on the battlesphere... (perhaps he already finished his 7 days of creation? lol, jk ) _________________ Live without honor, Die without Honor
~ars68, leader of Dragonia |
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Devaad

Joined: 20 May 2006 Posts: 318
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Posted: Sat Nov 03, 2007 1:20 am Post subject: |
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Well, the idea was to promote discussion over just what might make the idea work.
I got ahead of myself when typing it out, which is why I made the first paragraph last. As I said in the first paragraph, I think I made it out to be more complicated than I should have.
Ideally, changes are supposed to be minor. What I had in mind would be tweaking of the chance to hit algorithim to include the involvement of a third tech (computers or engines). A few other algorithims may require tweaking as a result however in order to balance things out.
But, in the end it's up to Jonathan. My goal is to try and get something fleshed out that he would approve of. Speaking of which, I was planning to try my own hand at creating possible algorithims (involving computer tech), I just haven't had the time because I only thought of this today. That, and I'm probably not experienced in the needed respects to do a competent job on one. _________________ Arch-Mage of the EM and the Magefolk
Maturelyexpressedimmaturityiswhatvideogamesareallabout.-Me
Reallifeisaboutthenastystuff,thisisjustaboutdeathanddestruction.-Jonathan
Owhatatangledwebweweavewhenfirstwepracticetodecieve.-Cloak of Darkness |
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Devaad

Joined: 20 May 2006 Posts: 318
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Posted: Sat Nov 03, 2007 5:26 am Post subject: |
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WT - Weapon Tech
ST - Shield Tech
CT - Computer Tech
Current Algorithim
Chance to hit:
WT/ST*30
?/?*30=?
Equal techs- 10/10*30=30
CT*2- 10/10*30=30
WT*2- 20/10*30=60
CT*3- 10/10*30=30
WT*3- 30/10*30=90
Proposed Algorithim
Chance to hit:
WT/ST*13+CT/ST*21
?/?*13+?/?*21=?
Equal techs- 10/10*13+10/10*21=34
CT*2- 10/10*13+20/10*21=55
WT*2- 20/10*13+10/10*21=47
CT*3- 10/10*13+30/10*21=76
WT*3- 30/10*13+10/10*21=60
I was trying to create an algorithim that would partially reduce accuracy from WT while at the same time an almost equal amount (to the current algorithim) or accuracy would be provided with better comp tech.
However, I started out trying to balance the *30 between weapon tech and computer tech before coming to that goal. _________________ Arch-Mage of the EM and the Magefolk
Maturelyexpressedimmaturityiswhatvideogamesareallabout.-Me
Reallifeisaboutthenastystuff,thisisjustaboutdeathanddestruction.-Jonathan
Owhatatangledwebweweavewhenfirstwepracticetodecieve.-Cloak of Darkness |
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GameAdmin Site Admin

Joined: 19 May 2006 Posts: 1268
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Posted: Sat Nov 03, 2007 7:36 am Post subject: |
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I agree about posting, better to put the ideas out than not.
However, Tartarus current state evolved over about 6 years of intense rule tweaks. It is very very stable and I will NOT touch core mechanics.
So, in many respects Tartarus is 'finished'. I really hope Ripspace reaches the same state soon - and it is getting there.
Anyway, Tartarus is the game it is - and intensely all out war game. If you ever stop applying pressure and probing the enemy then you will get surrounded and slaughtered. The Titan design and ballance is about small increments or large specialisation.
In particular there is no 'magic' that makes one unit destroy another. I think those games are good, and may design one if I ever have free time ever again  But, I'm not going to do that to Tartarus.
The balance in Tartarus is very easy to upset, just because the techs now work doesn't mean they always did - and often an innocent seeming change totally spun off and unsettled the entire thing.
Jonathan |
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Devaad

Joined: 20 May 2006 Posts: 318
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Posted: Sat Nov 03, 2007 1:59 pm Post subject: |
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Very well. Your right about the core mechanics of course, and said it before, I guess I didn't think of the chance to hit Algorithim as a core mechanic.
Just for the record, it wouldn't have been a "magic" way of destroying titans, merely advantages over another kind due to accuracy of salvoes, damaging power, damage reduction, etc. Technically, the triangle itself would have been theory only, nothing forced, so the disadvantaged titan would still have a chance. However, I'm starting to advertise again and I should stop.  _________________ Arch-Mage of the EM and the Magefolk
Maturelyexpressedimmaturityiswhatvideogamesareallabout.-Me
Reallifeisaboutthenastystuff,thisisjustaboutdeathanddestruction.-Jonathan
Owhatatangledwebweweavewhenfirstwepracticetodecieve.-Cloak of Darkness |
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