Shadow2Lead
Cadet Freshman
- Joined
- 6 Sep 2019
- Messages
- 4
I am using a slightly modified version of MrVulcan's excellent ODF building Excel spreadsheet to create all the ship and weapon ODFs for my copy of Armada. One of the biggest advantages of doing this is that it allows me to automate building the damageBase and hitChance lines to have individual values for every ship in the game. This allows ships to have "armor" and "evasion" values that get calculated by Excel before building the ODF. As well as creating additional "types" of weapons for the purpose of damage calculations (e.g. a HeavyPhaser type that is not affect by phaser armor.)
Right now I'm doing very simplistic calculations, e.g. for a torpedo:
hitChance = weaponInitialHitChance - targetTorpedoEvasiveValue
dmgBase = weaponDmgBase - targetTorpedoArmorValue
The simplicity has had the virtue of making it relatively easy to catch mistakes in making the Excel spreadsheets, but now I'm trying to brainstorm ideas for what concepts to include in more involved hitChance and damageBase calculations that could make for more interesting rock/paper/scissors/spock balancing. In the spirit of brainstorming I'm throwing everything at the wall, even things which likely won't make it into the mod as its Star Trek (e.g. ECM & ECCM.)
Defender values:
Armor (# reduction from attack of given type)
Phaser
Torpedo
Pulse
Resistance (% reduction from attack of given type)
Phaser
Torpedo
Pulse
Evasion Value (Compared to Accuracy Value to affect hitChance)
Phaser
Torpedo
Pulse
ECM (compared to ECCM to affect hitChance)
Attacker values:
Types of weapon
Phaser
Torpedo
Pulse
Accuracy Value (Compared to Evasion value to affect hitChance)
ECCM (compared to ECM to affect hitChance)
Above are the ideas I've had so far, does anyone have thoughts on what concepts I'm missing that either frequently are or should be in games?
Additionally, does anyone know of any games, computer or board games, which have used a particularly good and sensible formula for calculating hitChance and damage using similar inputs?
Right now I'm doing very simplistic calculations, e.g. for a torpedo:
hitChance = weaponInitialHitChance - targetTorpedoEvasiveValue
dmgBase = weaponDmgBase - targetTorpedoArmorValue
The simplicity has had the virtue of making it relatively easy to catch mistakes in making the Excel spreadsheets, but now I'm trying to brainstorm ideas for what concepts to include in more involved hitChance and damageBase calculations that could make for more interesting rock/paper/scissors/spock balancing. In the spirit of brainstorming I'm throwing everything at the wall, even things which likely won't make it into the mod as its Star Trek (e.g. ECM & ECCM.)
Defender values:
Armor (# reduction from attack of given type)
Phaser
Torpedo
Pulse
Resistance (% reduction from attack of given type)
Phaser
Torpedo
Pulse
Evasion Value (Compared to Accuracy Value to affect hitChance)
Phaser
Torpedo
Pulse
ECM (compared to ECCM to affect hitChance)
Attacker values:
Types of weapon
Phaser
Torpedo
Pulse
Accuracy Value (Compared to Evasion value to affect hitChance)
ECCM (compared to ECM to affect hitChance)
Above are the ideas I've had so far, does anyone have thoughts on what concepts I'm missing that either frequently are or should be in games?
Additionally, does anyone know of any games, computer or board games, which have used a particularly good and sensible formula for calculating hitChance and damage using similar inputs?