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Ground Combat Thu, 12 June 2003 13:03 Go to next message
LEit is currently offline LEit

 
Lt. Commander

Messages: 879
Registered: April 2003
Location: CT
In looking at ground combat with more then two races, I've found things get complex. In Posey's spreadsheet there are formulas that Bill Butler figured out for how it works and how he thinks it should work. (Note the spreadsheet is wrong about the effects of defenses, they don't divide the attackers, they multiply the defenders. In an even battle, or where the defense wins, it works out the same. But in an overwelming attack, it isn't the same)

Briefly summarized they are:
How it works:
all attackers fight the defender, then they fight it out based on player #.

How Bill Butler suggested it be fixed:
all attackers fight the defender, then the biggest fights the 2nd biggest, all others are ignored


I have another idea:
Friend status is checked, if a races is a friend of the defender it will fight others who arn't friends of the defender first.
Then defender fights all remaining (even his friends if they won the first part).
If defender is defeated, all survivors fight it out.
All fights are in order from weakest to strongest, doing damage in proportion of each enemy to total enemies.

Damage and strength is in strength units which is based on population with modifiers for PRT (WM, IS, and AR), general attacker bonus, and defenders defense bonus.

For example if race A drops 10000 strength and is a friend of the defender, and there are two attackers (B and C) with 20000 and 30000, then the first round A will fight B and C in proportion to their total strength: He will send 40% to fight B, and 60% to fight C, leaving B with 16000 and C with 24000. If the defender (D of course) also has 10000 he will do 40% to B and 60% to C, leaving B with 12000 and C with 18000. Then B and C will fight, leaving C with 6000 and possesion of the world.



The question is, which method should FreeStars use? I like the last one because it uses player relations and takes all combatants into effect.



- LEit

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Re: Ground Combat Fri, 13 June 2003 05:51 Go to previous messageGo to next message
mazda is currently offline mazda

 
Lieutenant

Messages: 655
Registered: April 2003
Location: Reading, UK
Could this be open to some chicanery ?
(which way are you taking the friend relationship)
If a defender anticipated multiple attacks could he not set (some of the) races to friend and have them beat up each other leaving him in charge of the planet.
Even if it didn't affect the outcome it would still decrease his losses.

Why would a genuine friend be pop-dropping on an allies planet in the first place ?

The simple option would be to have the winner as the race with the highest attacking/defending strength, minus the second highest.
Basically, attackers don't ally for the purpose of defeating the incumbent.
e.g. 10k vs 15k vs 21k would leave the winner with 6k.
This is effectively explained by saying that the first 10k of each race kills 5k each of the other two races, leaving 11k and 5k to fight it out.
This is independent of defender / attacker / ally / friend and simply based on numbers present.

However your design would open new tactical possibilities.


[Updated on: Fri, 13 June 2003 05:54]

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Re: Ground Combat Fri, 13 June 2003 08:12 Go to previous messageGo to next message
Paladin is currently offline Paladin

 
Officer Cadet 3rd Year

Messages: 270
Registered: May 2003
Location: Kentucky

mazda wrote on Fri, 13 June 2003 05:51

Could this be open to some chicanery ?
(which way are you taking the friend relationship)
If a defender anticipated multiple attacks could he not set (some of the) races to friend and have them beat up each other leaving him in charge of the planet.
Even if it didn't affect the outcome it would still decrease his losses.

Why would a genuine friend be pop-dropping on an allies planet in the first place ?
.


You would use the player relation status of the attackers not the defender. So if all the attackers had the defender set to neutral or enemy, then it would not matter. But if you added this new aspect to pop drop, then maybe allies could help with ground combat.

Paladin



"There is no substitute for Integrity"

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Re: Ground Combat Fri, 13 June 2003 12:02 Go to previous messageGo to next message
LEit is currently offline LEit

 
Lt. Commander

Messages: 879
Registered: April 2003
Location: CT
mazda wrote on Fri, 13 June 2003 05:51

Could this be open to some chicanery ?
(which way are you taking the friend relationship)
If a defender anticipated multiple attacks could he not set (some of the) races to friend and have them beat up each other leaving him in charge of the planet.
Even if it didn't affect the outcome it would still decrease his losses.

Why would a genuine friend be pop-dropping on an allies planet in the first place ?



Paladin was right, it's the relationship of the droppers to the defender that matter, defenders settings do not matter.

Allied pop drop each other all the time - for tech trades.
However, this opens up a sympathetic pop drop: If D and F are allies, and A is dropping on D, then F could too, F would fight A first, the survivor of that battle then fights D for control. It would probably be pretty hard to get it right.

mazda wrote on Fri, 13 June 2003 05:51


The simple option would be to have the winner as the race with the highest attacking/defending strength, minus the second highest.
Basically, attackers don't ally for the purpose of defeating the incumbent.
e.g. 10k vs 15k vs 21k would leave the winner with 6k.
This is effectively explained by saying that the first 10k of each race kills 5k each of the other two races, leaving 11k and 5k to fight it out.
This is independent of defender / attacker / ally / friend and simply based on numbers present.

However your design would open new tactical possibilities.



The thing I don't like about this is that there would be no difference in having 25k enemies on the planet vs having 15. Also friend status should make some difference.
In the 10k vs 15k vs 20k case (dropped to 20 to make math easier on my head)
If the 10k and 15k are mutual friends you would want them to team up against the 20k, leaving them with 2k and 3k, then since there is no one else left, they would fight, leaving the original 15k in control with 1k left. This is very hard to get right for a program however - what if 10 is a friend of 15 but 15 isn't a friend of 10? You don't want some one to fool it like you mentioned earlier.

The order you resolve the combat matters too, in this case you want the 20k to fight the combined first, and then the survivors fight. In a free for all, you want the 10k to fight the bigger guys first, and then they fight, and the 10k doesn't treat them equally but divides their strength to match the others - doing 15k/35k*10k damage to the 15k (enemy size/total enemies*my size) or a bit more then 4k and a bit less then 6k to the 20. then the ~11.1k fights the ~14.9k, leaving the victor with ~3.8k (the ~ symbol here means approximate number -- I'm to lazy to do the exact math)


[Updated on: Fri, 13 June 2003 12:07]




- LEit

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Re: Ground Combat Fri, 13 June 2003 16:18 Go to previous messageGo to next message
mazda is currently offline mazda

 
Lieutenant

Messages: 655
Registered: April 2003
Location: Reading, UK
You are making it difficult (for yourself) Smile

OK. How about two sides. If a dropper has the defender as a friend then he allies with that side. Everyone else counts as an attacker, regardless of any possible chains of friends.

Then round 1 of the battle is resolved to see which side wins.

Then you have to resolve between the side members left (in simple fashion as above, 1st vs 2nd effectively).


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Re: Ground Combat Mon, 16 June 2003 15:54 Go to previous messageGo to next message
LEit is currently offline LEit

 
Lt. Commander

Messages: 879
Registered: April 2003
Location: CT
OK mazda, I agree, I was making it too complicated (at least for now).

I'm going to implement what Bill Butler thought it should be (basicly what it currently is, execpt not dependant on player #).

All invaders fight defenders.
If defense has more strength they win.
otherwise,
biggest attacker fights 2nd biggest attacker.

If less then 100 pop left, no one wins.

Perhaps some day in the future I'll implement a more complex mulitple combatant ground combat. I'll save my notes at least.



- LEit

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Re: Ground Combat Tue, 06 April 2004 05:21 Go to previous messageGo to next message
chaosknight is currently offline chaosknight

 
Petty Officer 2nd Class

Messages: 52
Registered: March 2004
Location: Minsk

will the fight ends in one turn? maybe ground battle can continue for several turns?? it's strange when 600000 colonists fight 500000 in one year... Razz it's possible to make the planet status 'belligerency' until war ends.. all planet structures not working until peace...


we will never die

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Re: Ground Combat Tue, 06 April 2004 09:45 Go to previous message
LEit is currently offline LEit

 
Lt. Commander

Messages: 879
Registered: April 2003
Location: CT
Default answer: It'll be like Stars! That could change in future versions.



- LEit

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