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Topic ClosedNon-instantaneous battles

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Direct Link To This Post Posted: 28 Sep 2010 at 16:02
Originally posted by Shrapnel Shrapnel wrote:

So far we've only assumed 3 parties.  Does this get exponentially more difficult with n parties?


Well, seems pretty simple.  Why not have a 4th or 5th party too?  (That is if you somehow have +3 different non-NAP/Confederation parties fighting over a square or 'investigating' a battle with extreme prejudice.

"Really, get off my road, you are stopping traffic."


To promote that sentiment, maybe it would be in the interest of nearby players to 'encourage' a quicker, more decisive end to the battle happening on their 'toll road'.  A reason to patrol and police 'toll roads'...

If they are paying you for faster passage, they should expect travel to be free and clear.  Not slower then taking the off-road.  And if you can't take care of it... what right do you have collecting?
Tie-in to banditry on 'toll roads' too...

Unaligned caravans, diplomats and armies passing through may unwittingly be dragged into the fighting or at least be heavily delayed by the nearby fighting.  Danged drive-by gawkers slowing traffic...

That is... once pathfinding comes into place and armies can meet each other on the road...

~~~~~~~~~~~~~~~
Player intervention on the road can either end the battle early, after 2-3 battle rounds, they go their own way after exchanging insults.   (This option should only be available to the alliance/player that runs the 'toll road' or within X squares of their city.)

Or just simply try to destroy all trespassers for the experience... (The default option I guess...)

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Direct Link To This Post Posted: 28 Sep 2010 at 16:07
It does seem that some of the others discussing this point are swallowing vast tracts of complexity or injecting vagueness and confusion without batting an eyelash.  Just imagine how much more complex things get if you expect idle parties to wait on adjacent squares, which then get occupied/attacked by parties!  And what if the required square (or all of them) is lake or a city?  However, I think my initial proposal addressing this point was actually fairly complete and functional:
Originally posted by HonoredMule HonoredMule wrote:

[Occupying] newcomers get paired with the earliest nap/confed found, or if there are none, takes a new side.  Every time there's 2 idle sides, due either to new arrival or battle completion, those two sides duke it out.  The results would be very chaotic and costly, but that's probably how it should be in hotly-contested space.
In retrospect however, I might change it to latest nap/confed found, depending upon whether it's desirable that the first battle last the longest.  Many later armies would be most interested in focusing their expense on influencing the earliest battle, which might be one containing a siege army or whose outcome dictates the recipient of some reward such as control of something.  But then maybe it should be required that one fight his way through the more recently begun battles surrounding the original one...and if control is based on some aggregate measure of presence across all battles, it won't matter as much for non-siege scenarios.
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Direct Link To This Post Posted: 22 Jan 2011 at 00:40
Why stacking those armies on neighboured squares?
Those armies already on the square would continue fighting, but both would have to engage some percentage of their army in defending against the 3rd player being the aggressor (I think a percentage based on troopnumbers would suffice).
Same for every attacking army coming next... sounds like a big deal calculating victims, but I think it might turn out quite simple Wink

Could favour the attacking 3rd force a bit, but that would be realistic crushing into a ongoing battle, with noone looking around LOL

kindly Hora

Edit: I know I'm actually reviving an old thread (3 month inbetween), but it was refered to in an other thread, so I needed to reread all that stuff... Confused (not meant negative)


Edited by Hora - 22 Jan 2011 at 00:43
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Direct Link To This Post Posted: 22 Jan 2011 at 01:11
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.
Soon, very soon, my name will become synonymous with chicken alfredo.... mmm.... chicken alfredo....
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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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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 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 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 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: 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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