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Is minefield hit % based on number of ships? Tue, 26 July 2005 05:03 Go to next message
dreadlordnaf is currently offline dreadlordnaf

 
Crewman 1st Class

Messages: 27
Registered: April 2005
Location: Bulgaria
Does a really really big fleet have a higher chance of detonating a minefield than a really small one?

My situation is a i have a big enemy fleet 1 turn away from a major world of mine. The thing is he has to travel warp 8 to get there in one turn and he has to fly through 35ly of my minefields.

If im doing the calculations right: 4 warps over = 1.2% chance to hit * 35ly = 42% chance to hit the field. This is lower than I'd like and he still have a 58% chance to make it just fine. Im worried he'll gamble and try for it. But if he fails and hits the field he will lose all his support ships in the fleet (mini bombers, fuel tankers, transports, etc) and will still have his combat ships but with no way to hurt the planet at all.

I need some advise from someone thats been in a lot of games. This guy seems like an experienced player. You think he'll gamble and try it? Or you think most people would see a 42% chance to get all thier support ships wiped as a no go?

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Re: Is minefield hit % based on number of ships? Tue, 26 July 2005 05:14 Go to previous messageGo to next message
PricklyPea is currently offline PricklyPea

 
Lieutenant

Messages: 534
Registered: February 2005
My understanding that it is per fleet and not per ship. However, he could of course split the fleet into smaller fleets so that on average 58% of his ships will arrive.

I believe it is also possible to split fleet to send sweepers/chaff first to sweep the field, but perhaps somebody can comment on this.

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Re: Is minefield hit % based on number of ships? Tue, 26 July 2005 05:15 Go to previous messageGo to next message
mazda is currently offline mazda

 
Lieutenant

Messages: 655
Registered: April 2003
Location: Reading, UK
Some players may chaff sweep the minefield - send lots of single chaffs at warp 9 or 10 across the minefield to deliberately hit it and make it smaller.
For a 35 l.y. minefield this would take a lot of chaff as the last few mines get harder and harder to hit, and once somebody commits to chaff sweeping they usually want to remove all risk.
Is the minefield centered on your planet ?

If not then 42% seems a big risk to lose all the support ships.
He may split his fleet into smaller chunks - to get some through.
He may just send a base killing fleet and bring everything else in next turn.
Does he seriously outnumber you (or does he think that he does) ?

If this is his first attack against you then you really just don't know.

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Re: Is minefield hit % based on number of ships? Tue, 26 July 2005 06:18 Go to previous messageGo to next message
dreadlordnaf is currently offline dreadlordnaf

 
Crewman 1st Class

Messages: 27
Registered: April 2005
Location: Bulgaria
Hmm i forgot about being able to split them. I will take that into consideration, thanks.

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Re: Is minefield hit % based on number of ships? Tue, 26 July 2005 06:20 Go to previous messageGo to next message
Micha

 

Messages: 2342
Registered: November 2002
Location: Belgium GMT +1
mazda wrote on Tue, 26 July 2005 11:15

Some players may chaff sweep the minefield - send lots of single chaffs at warp 9 or 10 across the minefield to deliberately hit it and make it smaller.
For a 35 l.y. minefield this would take a lot of chaff as the last few mines get harder and harder to hit, and once somebody commits to chaff sweeping they usually want to remove all risk.
Is the minefield centered on your planet ?

If it's centered than the other player can use 2*35ly of minefield to chaff sweep. Just send the chaff through the entire field instead of targetting the planet. More chances on minehits and therefor less chaff needed ... (64ly from planet + 35ly on the other side is 99ly so the attackers chaff has to go warp10) This is in general a better tactic afterall since you don't risk to overload the battle board should you use too much chaff ...

Quote:

If not then 42% seems a big risk to lose all the support ships.
He may split his fleet into smaller chunks - to get some through.
He may just send a base killing fleet and bring everything else in next turn.

Have to agree here ...
He'll either chaff sweep (does he has chaff, and is it enough? you can calculate that) or he splits off a few sweeper fleets (5 or so) and sets those to arrive at 1ly of your planet (that means there will be no minefield left next turn), that is if he thinks he can still win next turn. Both tactics can be used in combination with a fleet of only base killers (more than one fleet to ensure one gets through), although if he knows he'll win he will bring in his entire fleet when chaff sweeping.

If he is going to use sweepers and attack one turn later than you might try to send out a few fleets of interceptors at low speeds (so they don't fall into his main battle fleet) ...

mch

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Re: Is minefield hit % based on number of ships? Tue, 26 July 2005 06:24 Go to previous messageGo to next message
Micha

 

Messages: 2342
Registered: November 2002
Location: Belgium GMT +1
dreadlordnaf wrote on Tue, 26 July 2005 11:03

Does a really really big fleet have a higher chance of detonating a minefield than a really small one?

No. (just making sure that was clear)

mch

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Re: Is minefield hit % based on number of ships? Tue, 26 July 2005 11:17 Go to previous messageGo to next message
LEit is currently offline LEit

 
Lt. Commander

Messages: 879
Registered: April 2003
Location: CT
Depending on the actual number of mines in the field, it will take 57 or 58 hits to remove, wich required about 170 chaff sent at warp 10 completly through the field. If they have scout chaff, they cannot go warp 10 (50mg fuel isn't enough to go warp 10), and will need about 10% more chaff on average.

Note that these numbers are 'on average' and you could need a lot more depending on luck.

I've used mini-bombers as chaff sweepers before too, but only going to the planet of course. And for much smaller fields.

Also, note that for mine field hits, speed is calculated based on the distance traveled, so if you say to go warp 10 for 61ly, it will only go warp 8 for mine field hit chances. An easy test (what I did) to verify this is to send 500 SD ships at warp 10 49 ly into a speed trap field - none of them hit. If they went warp 10, each would have less then a .5% (1 in 200) chance of making it.
Interestingly, 55 of the ships died due to engine failure from going warp 10, so the speed there is based on requested speed, not needed speed.



- LEit

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Re: Is minefield hit % based on number of ships? Wed, 27 July 2005 14:33 Go to previous messageGo to next message
iztok is currently offline iztok

 
Commander

Messages: 1206
Registered: April 2003
Location: Slovenia, Europe
Hi!
dreadlordnaf wrote on Tue, 26 July 2005 11:03

If im doing the calculations right: 4 warps over = 1.2% chance to hit * 35ly = 42% chance to hit the field.

I'm affraid you're not doing your calculation right. If it would be done your way there wouldn't be possible to travel W-10 through a minefileld larger than 56 LY. The right calc is
(1 - prob_of_hit_per_LY) ^ distance_traveled
In your case it is 0.988^35 = 0.655.
BR, Iztok


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Re: Is minefield hit % based on number of ships? Wed, 27 July 2005 15:11 Go to previous messageGo to next message
crr65536 is currently offline crr65536

 
Chief Warrant Officer 3

Messages: 180
Registered: June 2005
It seems to me that what the help file says differs from what you say, Iztok. From the help file:

Quote:


Heavy
...
Example: A fleet traveling Warp 9 has a 3% chance per light year traveled in a turn. Traveling 10 light years through the minefield that turn, the fleet has a 30% chance of triggering a mine.
Speed Trap
...
Example: A fleet traveling Warp 9 has a 15% chance per light year traveled in a turn. Traveling 10 light years through the minefield that turn, the fleet is going to trigger a mine.



These excerpts are from the "Guts of Minefields" page of the help file.

I realize that the help file says something different for standard mines, but that could be attributed to a typo: 10.5% instead of 15.0% could be a simple transposition.

Has the help file been proved wrong?

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Re: Is minefield hit % based on number of ships? Wed, 27 July 2005 16:06 Go to previous messageGo to next message
LEit is currently offline LEit

 
Lt. Commander

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Location: CT
I just sent a SD fleet 20 ly through a speed trap field at warp 10, which means it went 19ly without a hit. If it didn't calculate as Istok says, then it would have hit by 10ly.

If the percentages of a hit per ly are not right, that would take a big statistical test, and for 3% vs 3.5% may not be able to say which it is with a high degree of certainty.



- LEit

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Re: Is minefield hit % based on number of ships? Wed, 27 July 2005 17:26 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
crr65536 wrote on Wed, 27 July 2005 22:11

Has the help file been proved wrong?

It has been proven wrong there ages ago. Normal probability calculations (the ones Iztok described) are valid. By help files logic if we flip coin 3 times the probability to get tails at least once is 150%! Laughing Surprizingly its only 87.5%.

The game seems to be implemented testing travel lightyear by lightyear. It is quite logical to program it so in order to find out exactly where and what field the fleet hit if any. If done so ... wrong probability logic is very hard to attach to it. Nod

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Re: Is minefield hit % based on number of ships? Wed, 27 July 2005 22:44 Go to previous messageGo to next message
crr65536 is currently offline crr65536

 
Chief Warrant Officer 3

Messages: 180
Registered: June 2005
That the game is implemented in this way makes sense, especially in light of LEit's test. However, it does not seem like it would be hard to make the game behave in the way the help file suggests. I could do it as follows:

  1. Determine the distance traveled in the minefield. Call it n. This is the length of the intersection between a line and a circle, so it can be calculated with some geometry.
  2. Determine the maximum distance that can be traveled in the minefield at the fleet's speed. Call it max.
  3. Get a random real number between 0 and 1, p. p can have a precision of only 2 decimal places and still work, since the maximum distance a fleet can travel in a minefield would be 100ly (warp 10).
  4. The fleet will hit a mine after traveling p * max light years. If (p * max) > n, a mine is not hit. The location of the hit is (p * max) ly along the fleet's path.


Test: a fleet travels 10ly at 1 speed over in a heavy field. It's chance of hitting a mine is 10% (according to the help file, not the actual behavior). The maximum safe distance it could travel would be 100ly (of course you can't travel 100ly at w7, but bear with me). It has a 1% chance of hitting a mine after one light year (because if p <= .01 then it hits the mine before 1 ly, and p has a 1% chance of being <= .01). It would also have a 10% chance of hitting after 10ly, etc., as can be calculated in a similar manner.

Sorry to get off-topic, but I'm deadly curious why the creators of Stars didn't do this. While it may be harder to implement than a simple loop, it seems that it would be quicker to run (one calculation per fleet, instead of one calculation per light year per fleet). It would also make the helpfile and game behavior consistent.

If there is a flaw in my math, please point it out.

If there isn't, then I think using this could be a fine option for FreeStars 1.1.

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Re: Is minefield hit % based on number of ships? Thu, 28 July 2005 03:32 Go to previous messageGo to next message
mazda is currently offline mazda

 
Lieutenant

Messages: 655
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Location: Reading, UK
Three things.

Doesn't doing the calculation 1 l.y. at a time make it easier when travelling through mixed, overlapping fields ?
(not sure whether you can calculate the sticking point in all fields and then just work out which is hit first)

Second, it would make things more deterministic.
It would always be possible to calculate a maximum distance (66 l.y. at warp 9 for standards) that any enemy fleet could travel through a minefield, and then plan your movements accordingly.
Yes I know that you already get that with the warp 10 limit anyway, but this would only add to the effect.

Third, it would make chaff-sweeping more effective.

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Re: Is minefield hit % based on number of ships? Thu, 28 July 2005 15:08 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
crr65536 wrote on Thu, 28 July 2005 05:44

If there is a flaw in my math, please point it out.
It is possible to implement it like you described. Nod
The only flaw is that your math is based on the faulty probability math described in help file. Events in game show that valid probability math applies there instead.

Say ... theres 70 ly of normal fields between your fleet and target. Currently you can get (at least something) there with probability of ~34.7%. Probability of hitting fields inbetween is not linear. When sending single fleet it may hit 1.5% at first ly, 1.4775% at second ly, 1.4553375% at third etc.

By using help file math it is outright impossible getting there without chaff-sweeping. So ... that will take away lot of tactical options from attacker and make the game more tedious, defense dominant, SD overpowered ... etc. Less fun i believe ... but matter of taste. Its lot better idea to fix the help file instead i think.
Quote:

If there isn't, then I think using this could be a fine option for FreeStars 1.1.

Maybe ... but Freestars 1.1 is somewhat early to discuss. Freestars is currently in 0.1 stage. Wink So ... all add-on ideas are dumped for unforeseeable future. Can you propose more efficient algorithm than ly-by-ly that implements valid (current) behaviour and differs from faulty (help file) one only by (few) parameters?

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Re: Is minefield hit % based on number of ships? Thu, 28 July 2005 15:41 Go to previous messageGo to next message
crr65536 is currently offline crr65536

 
Chief Warrant Officer 3

Messages: 180
Registered: June 2005
I can't think of a more efficient way of implementing the current behavior: indeed, to use your analogy from earlier this would seem like trying to determine the result of a number of coin flips without actually flipping any.

I'm not sure I agree with you about which behavior would be preferable. Indeed, this could put other races on more even footing, since the advantage of speed trap mines is lessened. I also feel that a minefield should be able to provide some sort of guarantee; with the current situation even a fleet traveling 100ly at warp 10 will make it 1 time in 6 Shocked !

At any rate, at this point, and given that it seems that confusion regarding this could be common for new players (like me Wink I think a list of help file errors would be a useful addition to the "Stars - Must Know" section. It would certainly be a surprise to a new player who thought that an attacking fleet would take at least two years to slog through a minefield, to see it make it one and catch him with his defenses down Twisted Evil !

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Re: Is minefield hit % based on number of ships? Thu, 28 July 2005 17:17 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
crr65536 wrote on Thu, 28 July 2005 22:41

I'm not sure I agree with you about which behavior would be preferable. Indeed, this could put other races on more even footing, since the advantage of speed trap mines is lessened. I also feel that a minefield should be able to provide some sort of guarantee; with the current situation even a fleet traveling 100ly at warp 10 will make it 1 time in 6 Shocked !

I agree with you that the low reliability of normal minefields is unfortunatelly not made apparent enough for new players. Confused

Let me explain then why your suggested "cure" is not too good one ... imagine if things were like in help file:
0 chance to travel 70 ly in detonating normal field for normal race. SD can still take these 70 ly with 37% probability thanks to his +2 safe warps. No need to build expensive and heavy speed trap layers anymore plus unbeatable freedom of movement? It makes SD more or less the only playable option.

Freestars 1.0 is afaik planned to have parameters like "chance to hit per l.y." possible to modify if there are players who want normal fields to be more reliable. I suspect poor WM fans dont vote for such thing at all. Very Happy

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Re: Is minefield hit % based on number of ships? Mon, 01 August 2005 05:01 Go to previous messageGo to next message
dreadlordnaf is currently offline dreadlordnaf

 
Crewman 1st Class

Messages: 27
Registered: April 2005
Location: Bulgaria
iztok wrote on Wed, 27 July 2005 14:33

Hi!

I'm affraid you're not doing your calculation right. If it would be done your way there wouldn't be possible to travel W-10 through a minefileld larger than 56 LY. The right calc is
(1 - prob_of_hit_per_LY) ^ distance_traveled
In your case it is 0.988^35 = 0.655.
BR, Iztok





Can you explain this more. Does that .655 represent a 65.5% chance to hit the field? or a 0.655% chance per ly to hit? Also you sure on that formula? The way you set it up it would suggest going faster through a minefield would actually lower your chances of getting hit. Did you mean 1 - (prob_of_hit_per_LY ^ distance_traveled)



[Updated on: Mon, 01 August 2005 05:14]

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Re: Is minefield hit % based on number of ships? Mon, 01 August 2005 06:50 Go to previous messageGo to next message
gible

 
Commander

Messages: 1343
Registered: November 2002
Location: Wellington, New Zealand

ah no...it is the chance of NOT itting a mine IOW the chance of making it thru the minefield.

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Re: Is minefield hit % based on number of ships? Mon, 01 August 2005 15:47 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
dreadlordnaf wrote on Mon, 01 August 2005 12:01

Can you explain this more.

Lets see:
(1 - prob_of_hit_per_LY) ^ distance_traveled

Percentages are thinked out by evil mathematicians to make their wizardry more complex to understand by others. When mathematician say "1%" he actually means "0.01". So forget that "prob_of_hit_per_LY" is 1.2% it is just 0.012 there. Wink

"Probability of something happening" has always his evil antipode around "probability of that same thing not happening". Their sum is always 1. So if someone substracts some probability from 1 then he finds thats probabilities antipode. So what Iztok did there saying (1 - prob_of_hit_per_LY) ... he just found prob_of__NO_hit_per_LY (or 0.988 or 98.8%).

That is correct since we do search probability to travel all the way without hitting once. The probability to travel first lightyear is 0.988. The probability to travel two lightyears is tried only if we traveled first ly so 0.988*0.988. The probability_to_travel_distance_traveled is prob_of__NO_hit_per_LY ^ distance_traveled.

What Iztok didnt do was substracting gained probability_to_travel_distance_traveled (0.655) from 1 to get probability_to_be_stopped_during_distance_traveled that is 0.345 or 34.5% Wink

For any further explanations consult your mathematic teacher. Its his job after all. Laughing

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Re: Is minefield hit % based on number of ships? Mon, 01 August 2005 17:49 Go to previous messageGo to next message
iztok is currently offline iztok

 
Commander

Messages: 1206
Registered: April 2003
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Hi!
Kotk wrote on Mon, 01 August 2005 21:47

...
For any further explanations consult your mathematic teacher. Its his job after all. Laughing
Question WTH You must be reading my mind. That's exactly what I've been thinking when reading request for more explanation. Please remind me on that when we get in the same game. Wink
Anyway, thanks for giving an excellent explanation.
BR, Iztok

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Re: Is minefield hit % based on number of ships? Tue, 02 August 2005 03:40 Go to previous message
dreadlordnaf is currently offline dreadlordnaf

 
Crewman 1st Class

Messages: 27
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Location: Bulgaria
gible wrote on Mon, 01 August 2005 06:50

ah no...it is the chance of NOT itting a mine IOW the chance of making it thru the minefield.


Ah this clears it up then. Thanks.

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