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Attractiveness for mixed weapon designs Wed, 24 November 2004 16:28 Go to next message
Staz is currently offline Staz

 
Lieutenant

Messages: 514
Registered: November 2003
Location: UK
The attractiveness formula for targeting in the battle engine is available on starsfaq.com but it is based, amongst other things, on the weapon type.

Does anyone know what happens if a design has mixed weapon types ? For example, one of those awful starting ships with an alpha torp and a blue laser - how would that pick it's target ?

More to the point, can anyone think of a realistic scenario in which this might be an issue ?

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Re: Attractiveness for mixed weapon designs Wed, 24 November 2004 17:08 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
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Staz wrote on Wed, 24 November 2004 15:28


More to the point, can anyone think of a realistic scenario in which this might be an issue ?


People put Gat guns or Sappers on missile/torp BB's. The game makes these ships try to get in beam range with normal orders. I believe "minimize damage to self" keeps them at sniper range.

I am near certain that the beam weaps will shoot at different targets, according to attractiveness. Is that what you mean?

Also, are you working towards having the sim handle multiple stacks and races? where we can input player # to indicate starting position, and friend status? Or will this be a multiple stack, 1 vs 1? Eitherway, it would be fantastic... Smile

-Matt



Global Warming - A climatic change eagerly awaited by most Minnesotans.

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Re: Attractiveness for mixed weapon designs Wed, 24 November 2004 17:45 Go to previous messageGo to next message
Staz is currently offline Staz

 
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mlaub wrote on Wed, 24 November 2004 22:08

Staz wrote on Wed, 24 November 2004 15:28


More to the point, can anyone think of a realistic scenario in which this might be an issue ?


People put Gat guns or Sappers on missile/torp BB's. The game makes these ships try to get in beam range with normal orders. I believe "minimize damage to self" keeps them at sniper range.

I am near certain that the beam weaps will shoot at different targets, according to attractiveness. Is that what you mean?


It's not the "shoot at" target I am concerned about here, it's the "move towards" target. The shoot-at target is simple because each weapon is handled individually. Also, I'm not talking about the tactics setting which determine the best range. It is how a token decides which other token it is going to move towards (or away from).

Quote:

Also, are you working towards having the sim handle multiple stacks and races? where we can input player # to indicate starting position, and friend status? Or will this be a multiple stack, 1 vs 1? Eitherway, it would be fantastic... Smile



Yes, it handles more than 2 stacks. It doesn't work on "friends" or "enemies" as such. Each stack (token) has a "side" which is just a number, and will attack any token that isn't on the same side. This is independant of the "owner" of the token which is used to determine starting position.

So, theoretically, you can have 3 races in a 2 on 1 battle, each with missile BBs, beamers, chaff, etc.

Quite how accurate it is has yet to be determined though Very Happy

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Re: Attractiveness for mixed weapon designs Thu, 25 November 2004 08:47 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
Sure it can be issue, range 3 beam BB/Dread often have 2 weapon types (beams/sappers) on them and missile BB/Dread 2 or even 3 weapon types (like missiles/sappers/beams).

I dont think someone knows answers to all these questions:
Is moving target picked by distance?
Is moving target picked by attractiveness?
Are there other factors beside attractiveness or distance?
Does it matter what other tokens have picked as their targets?
Is attractiveness decided by most numerous weapon on ship?
Is attractiveness decided by highest rating weapon?
Is attractiveness decided by longest range weapon?
Is attractiveness decided by weighted average attractiveness for all weapons?
Does move targeting depend on battle tactic?

That all probably takes quite clever tests and some time to test it all out. Best trick i can think of is to choose lot of target races, each with different meat lamb and one with mixed weapon wolfs to see who prefers what and when.

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Re: Attractiveness for mixed weapon designs Thu, 25 November 2004 09:42 Go to previous messageGo to next message
mazda is currently offline mazda

 
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Why do we think the "which stack do I go after on the board" is based on the same algorithm as the "what do I fire at first" ?

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Re: Attractiveness for mixed weapon designs Thu, 25 November 2004 10:16 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
mazda wrote on Thu, 25 November 2004 16:42

Why do we think the "which stack do I go after on the board" is based on the same algorithm as the "what do I fire at first" ?



You mean attractiveness value itself? That is probable since programmer is lazy like we all are. If he got some function ready he reuse it. I have always thought that even the current widespread attractiveness calculation itself is somewhat wrong. Especially pure sapper warships seem to be lot more attractive than they should be by that calculation.

Everything is possible to test out of course. Wink

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Re: Attractiveness for mixed weapon designs Thu, 23 December 2004 13:43 Go to previous message
Downsider is currently offline Downsider

 
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Registered: June 2003
Location: Derbyshire, England
NOTE: Like all true theorists, experimentation is not my strong point Smile. All the below is speculation based on experience and deduction.

Choice of stack to target has 2 componants; battle targets (not tactics), and attractiveness

Battle targets tells the stack what targets it can ignore (if no targets remain then it reverts to secondary targets).
Attractiveness then ranks the remaining targets and the most attractive (easiest and most valuble to kill) target is selected. For mixed weapon type designs, the weapon with the highest attractiveness is used to decide (not at all sure of this. initiative and range may play a part too).

Movement is determined by assigning weights to the 8 surrounding squares and the square the stack already occupies and there are 2 scenarios which have to be taken into account.

1. When the stacks weapons would be in range of a viable target (e.g. one defined by the battle targets) or the enemies weapons would be in range of the stack, battle tactics tell the stack what to take into account when assigning a weight to a square:
max-damage (damage caused by me)
max-damage ratio (damaged caused by me / damage caused by enemy on me)
max net damage (damage caused by me - damage caused by enemy on me)
minimize damage (damage caused by enemy on me)
disengage (minimize damage and exit after 7 moves)
disengage if challenged - I've never used this tactic myself but I assume it changes battle tactic to disengage if the ship is shot at

2. When no weapons are in range, the weighting of each square is the distance to the target.

During all of this, where values are equal and a choice has to be made between them, 1 is chosen randomly.

Like I said, I'm not sure how accurate my understanding is, but most of it agrees with what I've seen in real stars games. Unfortunately, I don't have the time or the patience to test my theory, but hopefully this can provide the starting point for someone else to.
Feel free to pick holes if you can find them Smile



"Violence is the last resort of the incompetent" - Salvor Hardin

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