Investigate an 'efficiency' rating. This is the ratio between current strength level and potential strength level. Current strength level is, of course, the total of the current strength level of all your units. Potential strength is 10 * the number of units, some would say a fictional number as most combat assesses damage to both units. The 'efficiency' rating is a measure of how well a player maintains their troops' strength levels. Higher rating means the players troops are healthier when compared to other players ratings; having a higher current strength level does not necessarily equate to being stronger.

Task 15

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  • mriffe marked a task as done almost 3 years ago.

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  • mriffe added a comment almost 3 years ago

    i'm keeping the current implementation. if i need to tweak i'll open a new NK Task

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  • mriffe added a comment about 3 years ago

    i think this will get interesting once graphing is implemented.

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  • mriffe moved a task from 'Someday/Maybe' to 'Research Spike' about 3 years ago.

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  • mriffe moved a task from 'Research Spike' to 'Someday/Maybe' about 3 years ago.

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  • mriffe added a comment about 3 years ago

    i have it released (i should probably mark it experimental) and i'm doing field research.

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  • mriffe added a comment about 3 years ago

    efficiency rating alone is not a good indicator of well or poorly a player is performing. i had to surrender. here's the final stats of the game:

    Official Debrief: 1v1, 3 Day Pace
    ----------------------------------------
    Round: 47; Rated: true
    --------------------
    Name: Force; State: finished; Result: victory
    Total Units: 25; Troop Strength: 208; Efficiency: 83.2
    ~~~~~~~~~~~~~~~~~~~~
    Extended Troop Info:
    Infantry => Units: 7; Strength: 70
    Vehicles => Units: 18; Strength: 138
    ~~~~~~~~~~~~~~~~~~~~
    Total Terrains: 3; Bases: 3
    Income: 300
    --------------------
    Name: mriffe; State: finished; Result: surrendered
    Total Units: 4; Troop Strength: 29; Efficiency: 72.5
    ~~~~~~~~~~~~~~~~~~~~
    Extended Troop Info:
    Infantry => Units: 2; Strength: 16
    Vehicles => Units: 2; Strength: 13
    ~~~~~~~~~~~~~~~~~~~~
    Total Terrains: 3; Bases: 3
    Income: 300
    ----------------------------------------
    For Director Mriffe, on: Sat Nov 15 22:01:09 -0500 2008
    ========================================

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  • mriffe added a comment about 3 years ago

    is there a point where the efficiency rating is moot? or is there a level, a value, under which indicates a losing trend?

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  • mriffe added a comment about 3 years ago

    opponents affect your efficiency rating also. there might be another indicator to highlight one's ability to sustain combat - will have to think about that one.

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  • mriffe added a comment about 3 years ago

    thoughts on why a rating might change in one direction or another.

    rating decreases: combat did not go well; didn't replace all lost troops

    rating increases: combat went well (didn't suffer many losses); added troops exceeds combat losses

    i need more analysis and research for this.

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  • mriffe added a comment about 3 years ago

    pushed an experimental implementation - doesn't take into account the state of the player. in my local testing i noticed that this 'rating' can change between turns.

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  • mriffe added a comment about 3 years ago

    the calculation of the rating should stop when the player ceases to play the game. the reason this matters is because a player can lose troops after they've left the game and continuing to calculate would skew their 'in-game' efficiency.

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  • mriffe added a comment about 3 years ago

    an efficiency rating of 100.00 will mean that player has not seen combat.

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  • mriffe created a task for mriffe about 3 years ago.

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Task is done

Assigned to:mriffe

Category:Research Spike


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