After some further testing, I'm now kind of divided on whether or not I should change how I assign prices to turrets and bodies based on their dps and HP.
Initially, I was thinking about switching to a system where, every time the component's HP (and dps for turrets) is doubled, then the price would be quadrupled. This would've ensured that their estimated force projection (a basic concept that I developed that is measured by multiplying an entity's HP with its dps to determine how much damage the unit could deal before it could get destroyed) would've correlated linearly with the unit's price.
However, after some more thinking, I realized that, if I switched to that kind of system, then I would probably create a balance issue where players are encouraged to rush their opponents with cheaper units over more expensive ones, since, for the price of a heavier unit, I could build many smaller units, and the combined force would have better effective force projection than the more expensive unit. In short, I'd be encouraging zerging.
For example, if Unit A costed $50, and had 50 HP and 50 dps, while Unit B costed $200, and had 100 HP and 100 dps, then a group consisting of 4 of Unit A would cost as much as one of Unit B, but would have a combined total HP of 200, which is twice that of Unit B, and, if left alone, would have a combined dps of 200, which is twice that of Unit B. However, even though, given the fact that, as units within a group get destroyed, the group's dps decreases over time, I calculate that the group's mean effective force projection, from the time that they're at full power to the time that the last unit of the group gets destroyed, would be 2.5x that of Unit B's effective force projection.
Example situation
4 Unit A (cost $200, 50 HP each, 50 dps each)
1st segment: deal 200 damage, lose 50 HP. 1st unit dies
2nd segment: deal 150 damage, lose 50 HP, 2nd unit dies
3rd segment: deal 100 damage, lose 50 HP, 3rd unit dies
4th segment: deal 50 damage, lose 50 HP, last unit dies
total damage dealt: 500
1 Unit B (cost $200, 100 HP each, 100 dps each)
1st segment: deal 100 damage, lose 50 HP, unit survives
2nd segment: deal 100 damage, lose 50 HP, unit dies
total damage dealt: 200
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See what I mean about how OP cheaper units would've been over more expensive ones?
Now, if I had used the pricing system that I was using earlier, then things would be different. For example, if Unit A costed $50, and had 50 HP and 50 dps, while Unit B costed $100, and had 100 HP and 100 dps. For the price of one of Unit B, I could produce 2 of Unit A, which would have the same HP and dps as Unit B. However, the group's mean effective force projection would be about 75% that of Unit B's effective force projection.
Example situation
2 Unit A (cost $100, 50 HP each, 50 dps each)
1st segment: deal 100 damage, lose 50 HP. 1st unit dies
2nd segment: deal 50 damage, lose 50 HP, last unit dies
total damage dealt: 150
1 Unit B (cost $100, 100 HP each, 100 dps each)
1st segment: deal 100 damage, lose 50 HP, unit survives
2nd segment: deal 100 damage, lose 50 HP, unit dies
total damage dealt: 200
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If I switch to a pricing system where component price is quadrupled every time HP and dps gets doubled, then I'd be promoting zerging. However, if I keep the current pricing system that I have, then I'd be encouraging more usage of expensive units over cheaper units. Perhaps I could find a balance between the 2 pricing systems?
After some deliberation, I believe that I found one such system that, while not perfect, seems close to it, where the component's price is multiplied by 16 every time the component's HP and dps is multiplied by 10, or where the component's price is doubled every time the component's HP and dps is increased by about 77.8%. For example, if Unit A costed $50, and had 50 HP and 50 dps, while Unit B costed $100, and had 89 HP and 89 dps, and while Unit C costed $200, and had 158 HP and 158 dps, then while I could produce 4 of Unit A, or 2 of Unit B for the price of one of Unit C, the mean effective force projection of the group with 4 of Unit A, would be about the same as the mean effective force projection of the group with 2 of Unit B, and would also be about the same as Unit C's effective force projection.
Example situation
4 Unit A (cost $100, 50 HP each, 50 dps each)
1st segment: deal 200 damage, lose 1 HP
2nd segment: deal 200 damage, lose 1 HP
3rd segment: deal 200 damage, lose 1 HP
...
...
49th segment: deal 200 damage, lose 1 HP
50th segment: deal 200 damage, lose 1 HP, 1st unit dies
51st segment: deal 150 damage, lose 1 HP
52nd segment: deal 150 damage, lose 1 HP
...
...
99th segment: deal 150 damage, lose 1 HP
100th segment: deal 150 damage, lose 1 HP, 2nd unit dies
101st segment: deal 100 damage, lose 1 HP
102nd segment: deal 100 damage, lose 1 HP
...
...
149th segment: deal 100 damage, lose 1 HP
150th segment: deal 100 damage, lose 1 HP, 3rd unit dies
151st segment: deal 50 damage, lose 1 HP
152nd segment: deal 50 damage, lose 1 HP
...
...
198th segment: deal 50 damage, lose 1 HP
199th segment: deal 50 damage, lose 1 HP
200th segment: deal 50 damage, lose 1 HP, last unit dies
total damage dealt: 25000
2 Unit B (cost $100, 89 HP each, 89 dps each)
1st segment: deal 178 damage, lose 1 HP
2nd segment: deal 178 damage, lose 1 HP
3rd segment: deal 178 damage, lose 1 HP
...
...
88th segment: deal 178 damage, lose 1 HP
89th segment: deal 178 damage, lose 1 HP, 1st unit dies
90th segment: deal 89 damage, lose 1 HP
91st segment: deal 89 damage, lose 1 HP
...
...
176nd segment: deal 89 damage, lose 1 HP
177rd segment: deal 89 damage, lose 1 HP
178th segment: deal 89 damage, lose 1 HP, last unit dies
total damage dealt: 23763
1 Unit C (cost $200, 158 HP each, 158 dps each)
1st segment: deal 158 damage, lose 1 HP
2nd segment: deal 158 damage, lose 1 HP
3rd segment: deal 158 damage, lose 1 HP
...
...
156th segment: deal 158 damage, lose 1 HP
157th segment: deal 158 damage, lose 1 HP
158th segment: deal 158 damage, lose 1 HP, unit dies
total damage dealt: 24964
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Note that I used the following formula to calculate total damage dealt quickly:
total damage dealt by group = (unit damage + (unit damage x # of units)) x total # of steps / 2
total # of steps = ((unit HP x # of units = group HP) / damage-per-step)
It's not perfect, but I feel that it's close enough. Besides, in Warzone 2100, other factors would come into play, such as range, armor, movement speed, and weapon modifiers to name a few, in addition to damage and HP. Weapons with a higher damage-per-shot might be too powerful to use on a target with less HP than its damage-per-shot, while weapons with a lower damage-per-shot might have more difficulty doing damage against targets with more armor.
What are your thoughts on this? Should I adopt this new pricing system, where the component's price is multiplied by 16 every time the HP and dps is multiplied by 10 (or, if you prefer, where the component's price is doubled every time the component's HP and dps is increased by about 77.8%)?
Iluvalar wrote:Shadow Wolf TJC wrote:
By unfavorable situations, I meant those simple unit-weapon combo mismatches, such as a cannon user facing cyborgs, or cyborgs facing machineguns or lasers. Those kinds of rock-paper-scissors situations.
But this will no more exist in your world, that's what i'm trying to explain. EVERY good cannon player will make their research go by the antiborg cannon every time. They will naturally produce some of those anti-borg cannons to avoid any hard-counter EVERY games (since they have it for nearly free). On the same time, no player will be fool enough to build cyborg only army knowing every research path can hard-counter them. So they will mix with something else as well.
As a result, the weapons modifiers of both army will be diluted one will be 10% more all rounder, and the other will be 10% more cyborg. And at best, all the research and design layer choices that will remain in your mod will be to exchange 1 medium cannon unit by an anti-borg cannon in one factory out of 5. So the player will slowly slide form 10% all rounder to 10% anti-borg.
Nobody will play "pure-blood" armies if you make it easier to mix different modifier... such "unfavorable situations" you are talking about will not exist.
By any chance, have you played any of the Command & Conquer games? They have a similar rock-paper-scissors kind of gameplay mechanic as what you may be describing there. Infantry are weak to machineguns, but resistant to anti-tank cannons and missiles, while tanks are resistant to machineguns, but weak to anti-tank cannons and missiles. This is, of course, in addition to other kinds of metaphorical rock-paper-scissors kinds of concepts, such as how longer-ranged weapons can hit shorter-ranged units safely, how faster units can take better advantage of their, and their opponents', weapon ranges, and how they're better at retreating for repairs, how air units cannot be targeted by many kinds of weapons, or how weapons with a large area-of-effect are better used against groups of units than on individual units.
However, from personal experience with those games, I'd say that saying things like "such unfavorable situations would no longer exist" is just outrageous. While not many of their games have a research system at all, and while those that do have very short research systems compared to Warzone 2100's, there WILL be times when the opponent is sending units that have an advantage over your own units. However, unlike in Warzone 2100 (especially the way that you seem to want it to be), very little, if any, research is needed to develop a proper counter, meaning that you actually have a much better chance to even the odds by simply producing units that could counter theirs, assuming that you're able to act in time. (Scouting does help.) That's why I feel that the Command & Conquer games are, overall, more forgiving in terms of difficulty, and therefore, more accessible for players.
It's this kind of accessibility that I feel that Warzone 2100 is lacking, and it's this kind of experience that I'd like to implement in this mod to complement and improve upon Warzone 2100's already in-depth experience. If you still feel that that's the wrong way to do things, then you may want to go do something else, since I doubt that you'd be able to convince me to abandon this path.
Iluvalar wrote:Shadow Wolf TJC wrote:
Anyways, I now realize that I may have made a mistake in calculating price-to-HP ratios.

I'll explain later once I prepare a new draft for body and structure stats.
I know that you mean ^^ .
Maybe I could run my autobalance on your mod ? could help at least as a guide ?
You could certainly try, though stats should be taken with a grain of salt due to how unpredictable and incalculable some things are.
