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    Moderate luck option?

    Scheduled Pinned Locked Moved Feature Requests & Ideas
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    • CrazyGC Offline
      CrazyG Moderators
      last edited by CrazyG

      Here is an idea. Half Low Luck. Its calculated the same as Low Luck, but for every guaranteed hit, it just rolls 2 dice at 50% (3/6, 5/10, 6/12, etc.)

      So if I attack with 8 infantry, instead of having 1 guaranteed hit + a roll on 2/6. I would get 2 rolls on 3/6 and 1 roll on 2/6.

      If I attack with 16 total power, I would roll 4 dice at 3/6, and 1 dice at 4/6

      You could potentially even have a few guaranteed hits on really large battles to drop variance further. Reduces the variance of dice without creating overly predictable battles. My experience is that most of the time a player wants to avoid dice, they want to avoid large numbers of rolls on 1/6 or lower, because this is where the variance starts to get really high.

      redrumR 1 Reply Last reply Reply Quote 1
      • redrumR Offline
        redrum Admin @CrazyG
        last edited by redrum

        Yeah, after thinking about this for a while I think the 2 most straightforward options would be:

        1. @Hepps suggestion of grouping units by attack/defense value then doing LL on each group
        2. @CrazyG suggestion of doing essentially half LL by totaling all values up but dividing by half the dice max (3 for 6d, 6 for 12d) then rolling for all. @Cernel Also pointed out it could be done more generally by having a parameter to define what do divide it up by rather than hard coding to half of the dice max.

        I think both could be useful and have pros/cons. Both do a pretty good job of minimizing the extreme randomness of having to roll many dice @ 1 or 2.

        Option 1: still allows for auto hits but introduces more randomness than LL in most situations. The main edge case that you could argue doesn't work great is if you then attack with units that have all the same value with then ends up functioning just like LL. I don't think this would be that common since usually you want max attack power for strafing and for doing weird retreat stuff you usually want to use most units (think switzerland in NWO). I'd say this option leans a little more towards LL than dice.

        Option 2: works well in most situations but has some cases that end up with more randomness than dice. The main edge case I thought of is attacking with a single high value unit like a battleship. Instead of it attacking with 1d @ 4, it would instead roll for 2d @ 3 & 1. I think this mostly affects sea battles as they tend to have higher value units as ships and planes on many maps have greater than half of the max dice.

        TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

        C HeppsH 3 Replies Last reply Reply Quote 1
        • C Offline
          Cernel Moderators @redrum
          last edited by

          @redrum The @CrazyG proposal is just a subset of what I said, with:

          Special Luck = true
          Special Luck Dice = 3

          And, as I said and you see, this does not necessarily lowers luck, thus it should not be called with a name hinting so.

          C 2 Replies Last reply Reply Quote 0
          • C Offline
            Cernel Moderators @Cernel
            last edited by

            And, as I said, also the current Low Luck option would be a subset of what I said, with:

            Special Luck = true
            Special Luck Dice = diceside
            (normally 6)

            This would be the setting of games having Low Luck default, and you could play dice by setting it false, or play some less low luck by setting it true and at 5 or 4, or play as per @CrazyG by setting it true and at 3, or go for high luck by setting it true and at 1.

            1 Reply Last reply Reply Quote 0
            • C Offline
              Cernel Moderators @Cernel
              last edited by

              @Cernel Sorry, actually no, just noticed now.

              This is as per @CrazyG :

              If I attack with 16 total power, I would roll 4 dice at 3/6, and 1 dice at 4/6

              While what I said would have ended with 5 dice at 3/6 and 1 dice at 1/6.
              So not exactly the same.

              Anyways, I'm not really that interested in this matter, as I personally believe that regular dice is just fine, as long as the map is fine for it.

              1 Reply Last reply Reply Quote 0
              • D Offline
                David_VanDyke
                last edited by

                I don't like the force grouping idea so much, as it one of the irritations of any LL game for me is that way it rewards meticulousness most, rather than strategy. I don't like the idea of an option that rewards even more detailed planning and pre-calculation of each battle, trying to refine most likely outcomes, than LL already does.

                However, I'm totally on board with Cernel's proposal to choose per game:

                Special Luck = true/false
                Special Luck Dice = X

                This gives player the greatest flexibility and over time and play would "let the market decide" best of all the proposals IMO.

                My gut says the midrange players, the ones that want a mid-luck option, would settle on 4, but it might be 3 or 5 after all.

                The "half dice" option seems like merely a subset of this, set to 3.

                redrumR 1 Reply Last reply Reply Quote 0
                • redrumR Offline
                  redrum Admin @David_VanDyke
                  last edited by

                  @David_VanDyke @Cernel Fair point, I edited by previous point to add that the second option could be done with more flexibility. At this point unless there are other ideas, I think it boils down to probably choosing 1 of the 2 options I laid out then deciding exactly how best to implement and name them. In theory, both could be added though probably best to pick one to start with.

                  TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                  1 Reply Last reply Reply Quote 0
                  • Z Offline
                    Zim Xero
                    last edited by

                    The Hepps suggested method is a logical middle ground between Luck and LL.

                    As far as playability... it offeres more luck that some players prefer, while at the same time, eliminating the possibility of a stack of 20 attacking infantry getting lucky with 8 or 9 hits. Everyone hates stacking luck of the 1s.

                    D 1 Reply Last reply Reply Quote 0
                    • CrazyGC Offline
                      CrazyG Moderators
                      last edited by CrazyG

                      @Cernel
                      Great mind thinks alike? Sorry I didn't understand your initial proposal, the flexibility is a fine addition on top of my suggestion. I hope that 50% would become the standard used though

                      I want to point out that Hepps suggestion won't be much different than LL on maps like the NWO series, which is probably where I want to see the strafing behavior changed the most. Keep in mind that defenders get LL too, and on many maps its quite common to see all defenders firing on the same value (like infantry or artillery on a 2). Being able to guarantee the defenders damage is never more than X is a big deal, especially for trading territory with aircraft

                      BTW, do we need to consider anti-aircraft attacks? If I recall correctly there were certain things you couldn't do with AA in low luck.

                      1 Reply Last reply Reply Quote 1
                      • HeppsH Offline
                        Hepps Moderators @redrum
                        last edited by

                        @redrum That seems like a fair analysis

                        "A joyous heart sours with the burden of expectation"
                        Hepster

                        1 Reply Last reply Reply Quote 0
                        • D Offline
                          David_VanDyke @Zim Xero
                          last edited by

                          @Zim-Xero if by the "Hepps suggested method" you mean low-lucking separated by roll (1, 2s, 3s, etc), I strongly disagree that that would be the best option. That's merely LL 2.0. I want moderate luck with a compressed, steepened bell curve, not a more complex, more figure-intensive LL with a tiny bit more variability. Frankly, I want dice without the extremes, not LL with a little more spice.

                          One alternative brute-force method would be to place upper and lower bounds on the dice results of, say, plus or minus 50%.

                          Let's say the statistically average hits are 8 for your firing round. The algo could simply chop off results below 4 and above 12.

                          Z 1 Reply Last reply Reply Quote 1
                          • CrazyGC Offline
                            CrazyG Moderators
                            last edited by CrazyG

                            I had a good discussion with Hepps about this topic. An idea that came up was basically Hepps' suggestion, but with one more addition.

                            Make it optional for each level of dice. So I could set my 1's and 2's to LL, but still roll the 3's and 4's normally.

                            It seems like a pretty clean solution. You can reduce the variance on the units you want to have low variance. Since offensive units tend not to have only 1 attack it does a pretty good job of reducing strafing.You can leave the dice effects on other units. This address a lot of the concerns raised by Black Elk and VanDyke.

                            Plus its flexible and can customizible.

                            D 1 Reply Last reply Reply Quote 1
                            • D Offline
                              David_VanDyke @CrazyG
                              last edited by

                              @CrazyG I'm okay with trying that. It's not my optimum solution, but it's much closer.

                              I presume it would be selectable once at the start of the game, but then it would be fixed in place?

                              1 Reply Last reply Reply Quote 0
                              • Z Offline
                                Zim Xero @David_VanDyke
                                last edited by Zim Xero

                                @David_VanDyke: I understand what you want. Keep in mind that "medium luck" should be something any player can visualize and play out on a board game without using a calculator.. Another possiblility, besides CrazyG's which might cause a lobby to argue over what settings to use.... would be to make it Low Luck per specific engaging unit type:

                                4 armor defending at 2
                                8 infantry defending at 2

                                The defending player would get 3 automatic hits. Remaining armor would hit on a 2. Remaining infantry would hit on a 4.

                                prastleP D 2 Replies Last reply Reply Quote 0
                                • prastleP Offline
                                  prastle Moderators Admin @Zim Xero
                                  last edited by

                                  @Zim-Xero think i like it ! and YES we need something they can math in their head.

                                  If we open a quarrel between past and present, we shall find that we have lost the future! Sir Winston Churchill

                                  1 Reply Last reply Reply Quote 0
                                  • D Offline
                                    David_VanDyke @Zim Xero
                                    last edited by

                                    @Zim-Xero That's a slightly tweaked version of what was proposed above (LL per roll number). All that does is cause people to do more calculations to try to minimax the desired "sure thing" result. It will have no positive effect on the strafing problem, and little on the problem of large stacks.

                                    The best solution is one that encourages NO head-calculations, but simply narrows the variability of the dice.

                                    1 Reply Last reply Reply Quote 0
                                    • CrazyGC Offline
                                      CrazyG Moderators
                                      last edited by

                                      Just so this thread is even farther from a consensus, I'll add another idea

                                      What if Medium Luck rolled your 4 highest dice, but then the remaining units use LL. The number of dice could be adjusted

                                      Super simple and easy to understand. I think its enough to reduce predictable battles

                                      prastleP 1 Reply Last reply Reply Quote 0
                                      • prastleP Offline
                                        prastle Moderators Admin @CrazyG
                                        last edited by

                                        @CrazyG why 4?
                                        maybe it rolls all dice over 3?

                                        If we open a quarrel between past and present, we shall find that we have lost the future! Sir Winston Churchill

                                        CrazyGC 1 Reply Last reply Reply Quote 0
                                        • CrazyGC Offline
                                          CrazyG Moderators @prastle
                                          last edited by

                                          @prastle
                                          Rolling all dice higher than 3 is similar to a suggestion from earlier

                                          No particular reason to pick 4 dice. It just sounded about right no me, I would guess that you could select exactly how many get rolled (and 0 would just be LL)

                                          prastleP Z 2 Replies Last reply Reply Quote 0
                                          • prastleP Offline
                                            prastle Moderators Admin @CrazyG
                                            last edited by

                                            @CrazyG yah we are creating a long argument here that lasted for years in lobby 🙂

                                            just throwing my 2 cents in

                                            If we open a quarrel between past and present, we shall find that we have lost the future! Sir Winston Churchill

                                            1 Reply Last reply Reply Quote 0

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