Topic: A bug or a feature?
wl-zocker |
Posted at: 2014-09-15, 11:30
I decide based on the efficiency, which takes the costs into account, as well. Let's take a real world example: I will work with the Empire. I set the cost of all renewable resources = 60 (to avoid fractions). This means:
Now let's take a soldier with attack2, evade0 and HP = 100/130, so a power of 3470.214 according to your modified formula. I define efficiency = (MaxAttack+MinAttack)/((100-Defense)(100-Evade))*CurHP/costs. What I try to say: You only take the relative health into account. While this yields to good results in the case you demonstate (injured hero vs. healed rookie), there are cases where your calculation leads to suboptimal results (example see above). Why should I waste so many resources? "Only few people know how much one has to know in order to know how little one knows." - Werner Heisenberg Top Quote |
DragonAtma |
Posted at: 2014-09-15, 12:20
Well, if you'd like we could work on making upgrades match their costs better. Barbarian attack, for example, doubles when going from level 0 (12~16 damage, avg. 14) to level 2 (26~30 damage, avg. 28), while going from level 2 to level 5 (47~51 damage, average 49) costs a lot more (three expensive axes, more meat, plus the one-time cost for a War Mill upgrade), yet doesn't even double their attack.
Top Quote |
wl-zocker |
Posted at: 2014-09-15, 12:41
I know that the better upgrades cost a lot more. Therefore, I wrote about cost_weight, which makes the cost function grow slower when set to a value between 0 and 1. It would really be interesting to see if better soldiers are worth there cost, but therefore, other factors have to be considered as well (time of production, time the soldiers need to replace the fallen ones, building costs and space of additional military buildings). When making a large amount of trained soldiers, the costs for buildings that are only built a few times (i.e. all production buildings) per soldier become minimal, therefore I neglected them. "Only few people know how much one has to know in order to know how little one knows." - Werner Heisenberg Top Quote |
DragonAtma |
Posted at: 2014-09-15, 13:45
Sometimes later soldiers are worth their cost. Other times, not so much. Having later powerups (Heavy Double Trident, etc.) be less cost-efficient than earlier ones (Long Trident, etc.) is understandable, but at the same time it'd make sense for same-tier powerups (Long Trident and Steel Shield both being 0 -> 1) to be equally cost-efficient. Top Quote |
Ex-Member Topic Opener |
Posted at: 2014-09-17, 14:22
There is another bug that might have some relevance to this discussion https://bugs.launchpad.net/widelands/+bug/849896. I had assumed that all soldiers healed when in a military building but it seems there is a system where the first one in get healed fully first. Perhaps a similar calculation could be used to determine the healing order, this would tend to promote the healing of heros so they are the first to fight. Top Quote |