Eat-This!
User Info
Welcome, Guest. Please login or register.
December 18, 2018, 12:05:33 pm

Login with username, password and session length
Search:     Advanced search
News
Now with more modes in the gather!
Forum Stats
1,979 Posts in 283 Topics by 172 Members
Latest Member: Barbarabiz
Home Help Search Login Register
Eat-This!  |  Modes  |  Onslaught  |  ONS winner determination
« previous next »
Pages: [1] Print
Author Topic: ONS winner determination  (Read 3548 times)
KamiquasiSteve
Global Moderator
Hero Member
*****
Offline Offline

Posts: 296

View Profile
« on: November 09, 2012, 06:31:25 am »

Currently the winning team in ONS is either...

A. the one that destroys the enemy's base
B. the team with the most nodes at the end of the gather
The latter seems a little 'bleh' in the situation where one team holds almost all nodes for almost the entire gather, then gets pushed back in the last minute or so.

I realize that adjusting that would require either a domination or a TTW-style 'tickets' system - but then we do already, mostly, have the code for that, OR the bot could make that determination based on node statistics :)

This isn't necessarily a suggestion to make it so - but I do wonder what other players think.
Logged
Falcon
Administrator
Hero Member
*****
Offline Offline

Posts: 296


View Profile
« Reply #1 on: November 09, 2012, 09:14:34 am »

In original Onslaught it's done like this: You have 15 minutes to destroy enemy core, if you fail to do so then they [cores] start to drain energy (health, so called "overtime"). How fast your core loses health depends on how many nodes you have. More nodes - slower health countdown, not sure what's the exact formula for it.
Not implemented in soldat because it's hard to make the overtime part to... fit in time, unless i give every gather 999999 minutes.
Logged
KamiquasiSteve
Global Moderator
Hero Member
*****
Offline Offline

Posts: 296

View Profile
« Reply #2 on: November 09, 2012, 10:17:34 am »

If you can come up with a formula for drainage, then you can come up with a gather time.

Hnew = Hprev - (N/(X + 1) * scalar)

Assume H (core health) starts out at 100.0 (100%)
Assume N (number of nodes) is 3
Assume X (number of nodes a team has) is 0
Assume scalar (a modifier to adjust loss rate) to be 1, just for demonstration purposes..

3/1 = 3
100.0 / 3 = 33.333...
So in this scenario, a Core with full Health will be at 0% in 33.333... seconds.  The time for a Gather should thus be 15 minutes, 34 seconds.

Obviously 33 seconds is rather silly.  Let's say you want that final stretch to always be 5 minutes, or 300 seconds.

scalar = (100.0 / N) / 300

Given the above scenario, that's (100.0 / 3) / 300 = 0.111111...

So put that back into the earlier formula, assume t to be the time until Core destruction, with core initial Health set to 100%

t = 100 / (N/(X + 1) * ((100.0 / N) / 300))
t = 100 / (3/(0 + 1) * ((100.0 / 3) / 300))
t = 100 / (3/1 * (33.333 / 300))
t = 100 / (3 * 0.111)
t = 100 / 0.333
t = 300


So now you can just start out every gather at 20 minutes, and begin the drainage at 15 minutes (perhaps minus a few seconds) into the game.  The formula should then assure that by the time the gather ends, one of the Cores will have been drained.

Does that make sense?
Logged
Falcon
Administrator
Hero Member
*****
Offline Offline

Posts: 296


View Profile
« Reply #3 on: November 09, 2012, 11:05:45 am »

So according to your calculations, if my math is right, drain formula would be: N/(X + 1)* 100/(N*300) per second.
Health is left as variable on purpose as health in soldat might be either 65 or 120, depending on realistic mode.
It seems good, I'll try to think about it further when i get back home, but now, let me get back to work...
Logged
KamiquasiSteve
Global Moderator
Hero Member
*****
Offline Offline

Posts: 296

View Profile
« Reply #4 on: November 09, 2012, 11:30:30 am »

right.. the internal health value is variable, but afaik there's always a percentage calculated somewhere, so you can calculate back to actual health from there if needed :)
Logged
Hommunkulus
Hero Member
*****
Offline Offline

Posts: 207


View Profile
« Reply #5 on: November 09, 2012, 12:14:34 pm »

i cannot stress enough how amazed i am how much  stuff gets improved implemented and fixed lately.

Keep up the good work!
Logged
Pages: [1] Print 
« previous next »
 

SMF 2.0.11 | SMF © 2015, Simple Machines | Theme by nesianstyles | Buttons by Andrea
Page created in 0.017 seconds with 18 queries.