Redesigned Battle Logic and Formula

on-hold
#1

Background:

As described in the conversations above, the attack formula does not always make for expected or even reasonable results. While not game-breaking, it’s still significant given that it’s a core mechanic.

At the very least we should understand the intent of the formula, and given that the old owners aren’t around to ask, that requires redesigning it from scratch.

A bonus idea would be to also include a battle projection calculator, with results being only approximate due to random factors within the formula itself.

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#2

What input do you expect in here?

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#3

Votes to gauge player interest vs other priorities.

Discussion can be had on the existing thread for those interested.

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#4

Alright everybody, time for an update here.

Support for different battle logic is complete. When this rolls out in the test galaxy, existing galaxies will be entirely unaffected. Score a point for modular code!

As for the logic itself, it’s coming along nicely. There are 3 key differences that will change battle entirely.

To re-emphasize, this will be heavily tested and adjusted before being used in any real galaxy.


Pre and Post Ground Deployment

Pre and Post Ground Deployment

Even though we wanted to get entirely away from turn-based, we still need a bit of this due to the nature of transports and ground troops. Everything can’t happen in a single step because ground troops need to leave the trannies.

We are still getting away from the existing phases of battle and having all units fight each other simultaneously, it just happens twice: once before ground troops land and again after.


Everything can hit everything

Everything can hit everything

Every unit has the following:

  • Air attack
  • Air defense
  • Ground attack
  • Ground defense

Interestingly, even buildings already have this on the database side, it just isn’t used by the code.

What this means though, is that any unit or building can target any other unit or building. A bomber can target a building (targeted bombing), a droid can target a fighter (rocket launcher), a building can target a transport (anti aircraft guns), etc.

We likely won’t go all out with this at first, but I at least want to consider what it means for bombers to be able to target buildings. This will likely make nukes obsolete in their current form, which I am fine with because their current implementation is kind of silly.


Targeting options

Targeting options

The biggest math challenge has been figuring out how to distribute damage in a setup that is no longer turn based. I’ve been experimenting with 2 options, and ideally will support both and let players choose which they want on a per-battle basis for attackers and by a default-behavior basis for defenders.

1. spread by target unit ratio

Fire is drawn according to the ratio of target units. For example, if I send 10k droids and you have 8k droids and 12k soldiers, my droids would match your split: my 4k droids hit your 8k droids, and my remaining 6k droids hit your 12k soldiers.

I would lose most of my ground troops, and you would incur losses fairly evenly.

This is similar to how it works now.

2. focused on target order

Instead of spreading, you could order your units to focus on a single unit at a time, and only move onto the next one if the primary target is destroyed. For example, if I send 10k droids and you have 8k droids and 12k soldiers, I can say to focus 100% on droids first because I know you have an iron shortage. My remaining (unfired) droids would then move onto soldiers.

I would lose most of my ground troops, but you would lose most of your droids.

This is very different than how it works now.


Any one of these things would be a huge improvement over what we have now, but the combination of all 3 is going to make things very interesting. The biggest challenge, once all the math is worked out, will be presenting it in a way that isn’t overwhelming or too confusing.

We’re going to need to figure out reasonable defaults for the 80% of players to use if they don’t care to optimize further. If we do this right, the game will still be fun if you don’t bother with this, but will offer a ton of strategic depth to those who do.


A crazy-sounding example

As an example of how crazy this could get, imagine the following battle:

You:

  • 1k bombers
  • 5k fighters
  • 200 transports
  • 5k droids
  • 15k soldiers

Your target (main + stationed)

  • 5k bombers
  • 10k fighters
  • 5k droids
  • 5k soldiers
  • 100 lasers
  • 100 collective building defense

What happens:

Pre-ground deployment

  • Your bombers drop bombs on everything except defending fighters

    • If your bomber force is larger than necessary, “unused” bombers provide light attack against enemy air units.
  • Your fighters attack defending air units

    • If your fighters force is larger than necessary, “unused” fighters provide light attack against enemy ground units.
  • You transports optionally provide light attack against enemy air and ground units as they land.

Meanwhile, for your enemy, they target all of your air units with:

  • Defending fighters (same as now)
  • Lasers (similar to now)
  • Building anti-aircraft (new)
  • Ground units light anti-aircraft (new)

Post-ground deployment

Everything from before happens again, but now the following also occurs:

  • Your ground troops now target enemy ground troops but also provide light anti-aircraft if able
  • Your ground troops, if configured, also attack buildings as directed

And for your enemy:

  • Your enemy’s defensive bombers deploy to target incoming ground troops, and optionally provide light attack against your fighters if able
  • Your enemy’s fighters, if able, now also target your ground troops
  • Your enemy’s buildings target your ground troops (snipers towers?)

It’s gonna be very messy as we test out the initial versions, but if we can pull it off in a way that feels smooth and not confusing, this will breathe a ton of new life into the game. I also think it will change the pacing entirely, and make it harder for any person or group of people to stay on top.

Everything described above, as crazy as it all sounds, will be reflected entirely in an easy-to-read battle report as is done now.

Casual players will be able to play it simple and still be competitive, and tinkerers will be able to tweak to their heart’s content to optimize their attack strategies.

As for timing, I’m taking a break on this for awhile to work on some features to help everybody adjust to UA. However, this new attack stuff is still a top priority.

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#5

Forgot to mention, much thanks to peeps in chat for helping talk through some of this stuff recently.

Specifically: @Darrk, @HydroP, @Mrblonde, and @Airwing were asking some good questions and offering valuable insight.

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#6

Why does it state ‘on-hold’? Is it rolling out in Infinitum Test v2 soon, or awaiting further coding?

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#7

I’m shifting focus temporarily to alleviate some of the problems UA has exposed.

Specifically, I want to get NAP warning + break history done before #milky-way-69 if possible.

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HAHAHA. Dem NAP Breaks YO
#8

Check out the “New Spell” threads for zombies and Bizarroes. I would like to see if these can be worked in.

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#9

As a Chemistry Engineer i have seen first hand too many times how changing to many parameters at once tend to do more bad than good :stuck_out_tongue: I kinda have the feeling looking at the redesign of formula and logics, this isnt a try to fixing what was broken, this is a new game and that might be great change, but was that the goal?

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#10

It’s a mix. Fixing what was broken means rethinking battle as a whole, but you are right about the risk in changing too many variables. That’s exactly while we’ll test it first and adjust as necessary. :slight_smile:

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#11

Will Infinitum be started once Methano is no more? If that is indeed the case, will Infinitum and the Test v2 galaxies run concurrent?

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#13

@TheBigOne yeah nothing has changed with the current formula since the Opening up the Battle Formula discussion.

Things are still borked there, and will be until this new one is up.

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#14

O, sorry I legit thought I was fixed a while ago :joy:

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#15

Nah, still workin on it. Just taking me forever, as usual. :stuck_out_tongue:

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#16

Nothing new :stuck_out_tongue:

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