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  #1  
Old December 26th, 2002, 09:12 AM
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Default Re: mathematical formulaes

Quote:
Originally posted by tbontob:
OK, I figured out that

(trade-received)*(100/trade-percent)- is the formuala for determining an opponents production of minerals, organics, radioactives, research points and intelligence points.

Having a trade relationship with more than one race will of course screw it up.
From my observations, the trade calculation determines the base rate of production before trade. The base rate is useful for a number of things, for example you can determine how much an opponent is relying on trade to finance their empire. As far as I know, a trade relationship adds onto that base rate and does not get "re-traded".
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  #2  
Old December 26th, 2002, 10:34 AM

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Default Re: mathematical formulaes

it doesnt. but this is when political savvy gets involved.
What yes, you can learn abour their base production. If you see that what they use surpasses it you can check the treaty grid and look around for remote mining ships/bases/sats from that empire.
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  #3  
Old December 26th, 2002, 04:51 PM
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Default Re: mathematical formulaes

You could do an average of the hit rate over all the ranges (from 0-20) to get a number to compare range and accuracy. But seekers would probably come out looking better than they are. Also it doesn't account for the first-shot-kill, firing strategies, etc.
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Old December 26th, 2002, 05:36 PM
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Default Re: mathematical formulaes

Quote:
From my observations, the trade calculation determines the base rate of production before trade.
Oh, MY! If the trade profits INCLUDED trade from others too, you'd be instantly filty rich!

Trading with 5 equally sized empires gets you 100% more resources (20% from each).
But since you trade after trade income, you should be giving twice as much as we originally thought.
Everybody gets 200% more resources instead.
But since you trade after trade income, should be giving three times as much as originally thought.
Everybody gets 300%...
Infinite resources, get your infinite resources here!

Quote:
You could do an average of the hit rate over all the ranges (from 0-20) to get a number to compare range and accuracy. But seekers would probably come out looking better than they are. Also it doesn't account for the first-shot-kill, firing strategies, etc.
Also, it will be totally thrown out of whack by combat sensors, ECM and other accuracy modifiers...

[ December 26, 2002, 15:38: Message edited by: Suicide Junkie ]
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  #5  
Old December 26th, 2002, 08:44 PM
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Default Re: mathematical formulaes

Combat sensors/ecm/etc. all have the same effect on any direct fire weapon, right? So it would simplify things to ignore them.

Seekers don't really fit into the formula anyway. Their classication is in many ways more like a drone, because you have to take into account the target and attacker speeds, pdc, and other junk.
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  #6  
Old December 26th, 2002, 09:08 PM
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Default Re: mathematical formulaes

Quote:
Originally posted by Taera:
lets see.

ripper: 50/(20*1) = 50/20 = 5/2
incentrator: 90/(50*2) = 90/100 = 9/10
WMG: 140/(70*3) = 140/210 = 2/3

Interesting. Basicly same results as my formula.
Guess it doesnt matter that much.

Shouldnt range be included somewhere?
Anyone with a good formula?
perharps dmg/(si*rof)*range?
Range should be included, yes. How to do this, and accurately reflect thebenefits of range, is difficult to do, however.

I presume people here are looking at :damage at maximum range", especially in the caseof weapons which attenuate.

I suggest -- find the average damage the weapon does, instead. So if a gin does "30 30 20 10 10" ... the damage portion of the formula should be 20, not 30 and not 10.

Run your calculation as normal.

Then, for my art at least, I multiply the result by "1 + (range / 10)"; this accounts for the small bonus one gets from a larger range (a range 8 weapon, versus a range 6 weapon, will get a 20% boost to it's "usefulness index" if you will).
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  #7  
Old December 26th, 2002, 10:17 PM
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Default Re: mathematical formulaes

OK, how about

average over distance d = 0 to 20 of (chance to hit at range d * damage at range d)

for direct fire only (not counting combat sensors, ecm, race bonus, etc.). One problemo would be that it favors longer range weapons, which wouldn't make sense if you are using a "point blank" style strategy.

So back to the drawing board. On the other hand, I'm happy that SEIV can't be reduced to some simple formulas
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