Topic: give some bonus to the defender?
hessenfarmer |
Posted at: 2019-07-11, 10:41
Hi these are the actual values of the chances to win as in r20. These values are calculated with the attacker listed in the first column striking first. So the difference is dependent on the level of soldiers for example for Level 0 this would mean quite a big change. if someone wants to play around a bit with the algorithm my excel implementation (soldiers.xlsm) of einsteins algorithm can be found at https://github.com/widelands/widelands/issues/3269 Edited: 2020-03-03, 11:02
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hessenfarmer |
Posted at: 2019-07-11, 21:42
Well we could always discuss necessity. perhaps we should do this first. But the thread strted by the feeling that we gave the attacker a bonus by being able to select attacking soldiers which we should compensate a bit on the defence site. So if we agree or at least get a majority for is not needed at all we could stop this.
Yes 10 % subtracted from current values. but I checked this only for Level 0 vs Level 0 and Level 10 vs Level 10. I agree this is to much so we should add at max 0 to 4 evade depending on Military strength. Maybe max(4, floor (miltitary presence / 15)) would be a good starting point to find good values.
Necessity see above. For the story behind we could enhance comradship with additional dedication by defending wife and children to explain this.
this would not only help the defender as well it would be applicable for the attacker as well.
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king_of_nowhere Topic Opener |
Posted at: 2019-07-12, 00:02
regarding necessity: it is false that the defenders heal while the attackers are out. in fact, the defenders heal considerably worse. wounded attacking troops retreat to their home, if they can, and start healing immediately, and won't go attack again until the attacker calls for them specifically to go out. defending troops do not go back in their buildings to heal as long as there is a single attacking soldier still fighting. when the attacker strikes again, all defending troops move out to intercept. including troops that are barely alive, that should have been left to heal. the defender effectively stops healing the moment it is attacked again. and those wounded troops are dead as soon as they meet an attacker, and they barely slow it. on the other hand, the attacker can handpick to only send fresh troops. the attacker could send rookies one at a time just to prevent the defender from healing. that's why i think it is necessary to buff defender. I assumed it was straightfoward enough that there could be a strong consensus on it, but if somebody wants to argue this point, let's do it before going deeper into the details on how to do it. Top Quote |
the-x |
Posted at: 2019-07-12, 16:17
In general its important to make units more balanced, so fights seem to be more fair to every player. I mean, if someone starts this game and plays vs atlanticians against us and we win 70,5% of the fights of lvl 0 soldiers, he will soon quit the game. In any case we should not make it more unbalanced and we should not speed up piggeries or little economic changes or detail in economy, as the problem is mainly a military balanced one. New players can not see all the stats that are behind, they only recognize they are constantly losing and therefore quit playing. Edited: 2019-07-12, 16:45
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hessenfarmer |
Posted at: 2019-07-12, 16:36
we have made a lot of effort to balance the military strength of each tribe and we have a good program to test and evaluate this. Level 0 Atlanteans are a bit stronger then other tribes however you have less of them. So level 0 balance is intentionally a bit biased by the costs and availabilty of Level 0 soldiers. Level 10 soldiers are aimed to be more equal however frisians have a little higher overall chance to win against others when attacking. But this is ok as the results of each individual fight are more widespread then for other tribes. (this means in 10000 fights you have a chance of winning 58% but this could feel as only 30% in 10 fights due to randomness) Top Quote |
king_of_nowhere Topic Opener |
Posted at: 2019-07-12, 17:06
well, depends. if the weaker soldiers are cheaper enough that you can afford to lose 2 for every one you kill, then it's fine. see also the concept of zerg rush. and changes to the economy are fundamental exactly because of that. this is not a game with major focus on combat. you do not get muuch benefit from devoting all your attention to the army. this is an economical game where you win by setting up the economy to make more and stronger soldiers. balancing the economy is the fundamental part. Edited: 2019-07-12, 17:10
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WorldSavior |
Posted at: 2019-07-16, 19:45
I also think that it's not bad that barbarian rookies are weak but cheap, it increases the strategical depth of the game.
I disagree
Maybe inside of the game there should be more informations.
Not if the building is directly at the border
True, but I suggested that one could tell them to stay. And one can send wounded defenders simply away by clicking on them, so they don't stay in the building, so they will not fight.
But how should it be guaranteed that this rookie-sending strategy works?
Would it be enough for you if "attacker hits first" gets transformed into "defender hits first"?
What about compensating it by more possible orders for defending troops?
But smaller than complicated evade bonuses or group bonuses, right?
This is in almost all cases a bigger difference than just letting the defender striking first. And much more complicated.
Why so very complicated?
This could change the game a lot...
One of the highest difference would be that some 57% success rate turns into 43% (bar vs bar), which looks like 14% difference. But most other duels look more like 10% difference. And it's very uncomplicated, and don't you want that the defender gets a bonus?
Actually only in one case: Fri vs Fri. All other fights are a smaller deal than in the level0-fights.
Lol
One of the ideas would be that one could do settings even before getting attacked at all.
But who says that the rookies will find the hero? Wanted to save the world, then I got widetracked Top Quote |
king_of_nowhere Topic Opener |
Posted at: 2019-07-16, 22:46
well, it's a bit more complicated. you click on a wounded soldier to send it away, if it's a rookie all if fine. if the soldier has some promotion, then generally a rookie will be sent in its place. and then once the rookie gets in, another soldier is generally sent to substitute it. and then maybe the very soldier you kicked out of the building is sent back because it has more promotions. messing around by manually removing wounded soldiers can backfire in spectacular ways.
that's a possibility. I would not want to put big walls in front of an attack, just make it inconvenient to strike unless you have some advantage.
that could be an even better solution. since the problem is "the attacker has more control and can use it to advantage", making things even by giving control to the defender would work. the only problem is that the attacker strike first, the defender will react, so we need options that will work assuming the defending player will look at the battlefield some ten seconds later. I think making it so that you can still see a shadow version of soldiers from a building when they are out, and you can manually recall them back - or send them out to intercept an attacker, or order them to not get out until they are healed - would be enough. that way, both attacker and defender have a similar lever of control over picking soldiers that go to battle. I'd like to build consensus around that idea then. Edited: 2019-07-16, 22:46
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JanO |
Posted at: 2019-07-16, 23:16
What is the current way how widelands picks the defenders? Could it be set to something like "form left to right" in the list of soldiers inside a building? Then all problems may be solved by the possibility to drag and drop them into desired positions and set a limit, how many of them are allowed to leave. Helpful other options could be automatic sorting by heath status (%), promotions or current hitpoints. Still I would prefer a menu similar to the one from settlers2 Top Quote |
hessenfarmer |
Posted at: 2019-07-17, 09:16
May I conclude from this answer that you agree on the necessity to help the defender a bit due to the new options we made for the attacker? From your last posts I was unsure about that. If yes we can discuss implementation details. Giving the defender a bonus by giving him more orders is difficult imho, as one might might miss to react to a specific attack in case a well orchestrated multiple attack at different borders is launched. So only general settings might help, which might fail as there is no such thing as a general setting helpful in any case.
Yes my first idea was to overambitioned for this task. I now beleive that just adding 2 to the current defender evade value will decrease the attackers chance over all levels (checked for L10 vs L10 and L0 vs L0) by 5% (e.g. 68% instead of 73% for fri L0 vs bar L0). This will be just a very minor coding issue and easy to implement. If this proves to be to much then we could try just using 1.
Yes but 10 % or even more would be too high as you correctly stated before. Top Quote |