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Arctic55 View Drop Down
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Direct Link To This Post Topic: Non-instantaneous battles
    Posted: 04 Jan 2013 at 16:36
Originally posted by bartimeus bartimeus wrote:


I like it that every single one of your post is both accurate and elegantly written.

I dont like it that every single one of my post seam quite dull in comparaison, as if they were written by a 15 years old.

Anyway, I am 110% positively for your ideas. even Ikariam (another browser game, quite boring after a while) doesn't have instantaneous battle.
 (by the way, one of the few thing I liked about Ikariam was the concept of having multiple players having to work together because the rescource production upgrades were common to the whole island. maybe we could reuse this idea for something else in this game? specialy reguarding Faction? start another topic for that so as not to pollute HM's topic.)



NONONONONONONONONONO!!!!!!!!    I left Ikariam because of that. Nobody would help me in that game. They were all selfish people. NONONONONONONONO!!!!!!!!! I completely hate this idea. I want my commanders back as soon as they die. I like the battle system the way it is. I BEG YOU DEVS, DON'T CHANGE THE BATTLE SYSTEM!!!!!!
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Rorgash View Drop Down
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Direct Link To This Post Posted: 04 Jan 2013 at 01:13
Hey I like this +1 (NOT BUMPING AT ALLAngry)
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HonoredMule View Drop Down
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Direct Link To This Post Posted: 23 Jan 2011 at 15:51
Stormcrow called it (as I roughly recall) an "interesting" idea that the devs considered but are not currently planning, and hinted that it would require too much work and reconstruction of current functionality.  I suspect the functionality issue may be more related to the server's event queue than battle resolution, but that's just a guess.
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Llyorn Of Jaensch View Drop Down
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Direct Link To This Post Posted: 23 Jan 2011 at 08:18
Being fashionably later to the party, and only reading the 1st couple o' entries to this thread (before Homer, monkeys clanging symbols kicked in...) I'd like to firstly express my support for the idea.

Secondly and most importantly I'd love some feedback from the Dev's. Is the idea feasible? Is the above in any form planned for implementation? Etc etc.

Whilst we can continue to discuss the particulars in ever more increasing detail the point is really moot unless the Dev's can confirm it is an option as the overall concept of more detailed battles is itself a universally good (supported) concept.
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Direct Link To This Post Posted: 23 Jan 2011 at 02:09
The '3 body problem' relates to planetary mechanics I think? does that even apply here?

But yeh maybe HM (and SC) have a point here with regards to complexity. I think maybe we are overthinking this a bit.
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Direct Link To This Post Posted: 22 Jan 2011 at 22:31
Originally posted by Creature Creature wrote:


IMO a 3rd party in battle should just join in fighthing against both the 1st and 2nd parties at the location simultaneously... with the amount of attack power split between each according to the ratio of troops (or unit strength) that the 1st and 2nd parties currently have. Similarly the 1st party would then have to direct it's attack against the 2nd and 3rd parties based on the ratio of troops (or total strength) between the 2nd/3rd etc.


That ratios are the problem, I tried to work it out for my example, but that's a problem called three body problem, with three things influencing each other. Those you can only solve numerically, means step by step, and that really goes down on the server.
My solution was just to take start values as when there are 50 units of player 2 and 100 of player 3 attcking, player 1 splits units 1:2, and leaves it so until the battle is over, or a new army arrives.
That would just inflict one ratio calculation for each army, at every point in the battle, where actually a new army arrives.
In the example of three armies, the mechanic now would result in one battle calculation for player 1 and 2, and one for the surviver and player 3 (makes 2 battle calcs)
With my idea, that would actually develope to one battle calc, one time ratio for the interruption, then each army doing a ratio, how many units there are (important: total number, not attacking numbers!) and consequently 3 battle calcs. Then one army goes down, leaves another battle calc for the remaining two. Sums up to 5 battle calcs and 4 ratios...
Problem is for big fights, that goes up facultativelly with number of factions, but how many battles do we have, where there are more than 4 factions not being confederated to one of the other three?
Well tournament would be such a case,... Confused, hmm..., but I think for such special cases would turn up special solution LOL
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Direct Link To This Post Posted: 22 Jan 2011 at 18:24
Hora, I avoided 3-way battles at all cost expressly to avoid the spider's nest of complexity that would result.  I wanted to minimize not only the complexity but also the amount of code reconstruction required to implement progressive battles.  Features that are too ambitious have a nasty habit of exploding in spectacular fashion, and as it is Stormcrow weighed in on the other thread alluding that the idea was too big an overhaul on the current system.

The fallout of making others wait in line is that the odd party enjoys an easy battle against the leavings, but I believe that is fair, realistic, and interesting.  It introduces risk on players who would conduct battles whenever there is a 3rd party likely to take interest.  It represents an opportunistic advantage that the 3rd party could and would take if given the opportunity.  And, it interacts with new forces in interesting ways.  For example, the 4th party could be reinforcement for one of the first 2 parties, but it gets delayed by fighting the third.  I could suggest other fallout and intregue, but I've got to run at the moment. Sleepy
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Direct Link To This Post Posted: 22 Jan 2011 at 17:27
I like HM's idea much more having been in some large battles during this tournament. I think it would be much more fun if alliances mounting 'joint attacks' could actually really work together without having many seperately worked-out battles. Also I reckon it would mean that alliances that can coordinate well-timed assaults gain alot more benefit from their efforts, loosely spaced attacking army arrival times would mean defenders can deal with the incoming attackers 1-by-1 instead of all together.

I think the idea about "a third party, unallied/NAPed to either sides in a currently battle" shouldn't just wait until the battle completed before they join in the fight though, I think it could result in alot of: '2 alliances set up a good evenly matched fight to enjoy' and then some 3rd party gets put into a much stronger position as soon as the other 2 alliances fight each other... this results in a stale-mate type game social mechanic where no alliance will ever attack another for fear of a third one stepping in and wiping out them both.

IMO a 3rd party in battle should just join in fighthing against both the 1st and 2nd parties at the location simultaneously... with the amount of attack power split between each according to the ratio of troops (or unit strength) that the 1st and 2nd parties currently have. Similarly the 1st party would then have to direct it's attack against the 2nd and 3rd parties based on the ratio of troops (or total strength) between the 2nd/3rd etc.
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Direct Link To This Post Posted: 22 Jan 2011 at 12:58
Originally posted by some random guy some random guy wrote:

I knew this would be dug up!
Good job Hora! Clap

A new army should face the 2 others like they were united against it, and the 2 others should have the same predicament.


Thanks Embarrassed
Well, yes, but I thought of the new army only facing parts of those armies already there.

Let's make a very easy example, with 3 persons a 100 of the same units (like the other ones with equal defense, attack and evrything..)

Player1 occupies the square with 100 units
Player2 attacks with 100 unit, that would give a hard battle
player3 attacks after player2. With the current rules he would take over the square killing off the on remaining unit, and looses noone...

not instantanious (or something..) battles would give some other scenarios...

ok, then scenario 1: player3 attacks immediately after player2, also with 100 units
he would find two equal armies struggling each other, so half of his army attacks player1, other half player2. Those would have to defend while continuing their fight with half the force.
So it would look like 3 battles 50:50. If one battle is over, the one remaining unit of the winner would join in on one of the other fights, until only one (or perhaps even twoLOL) units of one player are left...well, he would have won obviously.

now scenario 2:
player 1 and 2 are halfway through their battle when player three arrives
makes 50 players each.
player three would see two equal armies, so split his army 50:50
player1 has now to fight with two enemies, same player3
That inflicts some calculation actually...hmm...oh, ugly
I tried to calculate for a dividing the forces they get actually attacked with, so player 1 divides 25:25, player 2 then must divide 17 to 33, but that inflicts back on player 3, giving an ugly three body problem (I think most of you know that from physics)
after some rounds I got a result, where player1 and 2 defended with their whole army against player3, so exactly what I didn't want Cry

So it seems, we should go for total size, means players 1 sees 50 and 100, so divides 17:33, same player 2, player 3 stays with 50:50
So that gives battles 17:17, and twice 33:50, giving all in all 0 Survivers for players 1 and 2, with player3 taking the square with aproximatly 40 remaining  units (still haven't fully understood the victim calculation Wacko).
A further possibility is to readjust armies during battle, means introducing some steps. That would inflict even more victims on player3 (don't want to calculate victims depending on number of steps Pinch)

So I'd prefer a new calculation each time an army arrives, parting the armies on total starting number of possible targets. Gives the most realistic result and further would inflict smallest calculations at least... LOL


Edited by Hora - 22 Jan 2011 at 13:00
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Direct Link To This Post Posted: 22 Jan 2011 at 02:08
Originally posted by HonoredMule HonoredMule wrote:

(all numbers presented as theoretical units with equal attack and defense as all others)

col, the outcome of a 50 vs 100 battle under the new system would be exactly the same as under the current one.  If the 50 were reinforced by another 50 half-way through, then the losses on both sides for the original parties would be cut in half and a new calculation would occur based on the survivors of both sides plus the extra 50 units.  So if the original outcome was 0 and 65 (losses of all and 35), then the halfway losses are 25 and 17 for a remainder of 25 vs 83.  Add in the reinforcements and the new outcome is based on starting troop count of 25+50=75 vs 83, which is almost balanced (90.4% of the 83).

However you look at it, the new outcome is nothing but favorable to the smaller party compared to how it was before.  Instantaneous battle would resolve 50 vs 100 leaving 0 and 65 when the next 50 arrives for a new clash of 50 vs 65 (76.9% of the 65).  And if both attacks had landed at the same time, the battle would effectively be 50+50=100 vs 100 for a perfectly even match.  If you can't be bothered to well-coordinate and tightly time attacks, you shouldn't enjoy the full benefit of attack stacking anyway.

Note also that integer rounding always favors the smaller party, and there would be several such occurrences when multiple events each trigger re-calculation of the outcome and apply percent-completion-based scaled losses.
This would be really good with the total strength idea becasue the total strength of the army could help determine how many troops you lose. Another good idea would be to have hourly or half hourly reports on the battle. And the square bonuses would help too. I also like the gureilla fighting idea.
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