.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

BCT Commander- Save $6.00
World Supremacy- Save $10.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V > SEIV

Reply
 
Thread Tools Display Modes
  #1  
Old July 26th, 2007, 05:59 AM
PvK's Avatar

PvK PvK is offline
National Security Advisor
 
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
PvK is on a distinguished road
Default Re: SE4 weapon index

I have some formulae for balancing for my Proportions mod.

Range and hit bonus and special abilities are important, but subjective and depend on conditions. Contrary to Fyron's thinking, I think a +10% to-hit bonus is usually worth MORE than a 10% increase in damage, because it is only when the chance is otherwise over 90% that it becomes useless. At lower to-hit chances (which is very common, especially at range), the percent increase is actually greater than the bonus %, because it is relative to the chance to hit that would otherwise apply. E.g. If you'd otherwise have a 20% chance to hit, a +10% will on average give you 50% more damage than without it. If the chance would be 80%, +10 increases damage by an average of 10/80 = 12.5%.
Reply With Quote
  #2  
Old July 26th, 2007, 09:37 AM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: SE4 weapon index

It is also a good idea to reduce the to-hit modifiers across the game.
Base accuracy, range penalty, racial modifiers, weapon bonuses, mount bonuses, component bonuses.

I try to keep accuracy in the range of 50% +/- 25%...
That way, while damage is crippling, you do not have to give up hope of hitting until all your weapons are destroyed.
Reply With Quote
  #3  
Old July 27th, 2007, 04:29 PM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: SE4 weapon index

I didn't mean that 10% to hit was worth less than 10% more damage, only that its not really comparable in a simple mathematic formula. "not really 10% more powerful" was just meaning that you can't simply multiply the damage ratio by 1.1 and expect sound results.

For reference, 10% bonus to hit varies from 1000% more damage (11% chance to hit instead of 1%) all the way to no effect at all (99% vs. 99% or -20 vs. -30).
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #4  
Old July 27th, 2007, 06:54 PM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: SE4 weapon index

Personally, I wish it was sum[Attack Modifiers] / (sum[Attack Modifiers] + sum[Defense Modifiers]) instead.

That way it is still limited to 0-100%, and you get diminishing returns near the edges.
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 09:45 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.