Okay,
I have this idea that's been bouncing around for a while. Before I go into it, I want to preface it by saying that I am not a math major, and I am probably not the first person to think of this. Please have patience as I might stumble around a bit...
I've seen Mathammer being used to summarize the probability of hits and wounds, but I want to apply it to whole games. Would it be possible to take one unit, take the characteristics for that unit, input it into an equation, and get the effectiveness of that unit? It sounds like an awfully simplified answer, but I believe it is possible. I am working on that equation right now, and any help would be appreciated.
Oh, and another thing. This equation is designed to show the effectiveness of the unit, not the player. Since we're only dealing with the unit's characteristics, we must assume that the tactics/in game movement of the unit is perfect. Therefore, we take out all the strategy and look simply at the numbers.
Before you assume I'm looking for a way to win using statistically perfect units, allow me to explain. I am doing this to assess the effect tactics have on gameplay. By taking them out for the purposes of our consideration, we can analyze the effect they have when we compare how the numbers line up to the actual end result of the game (ie, what happens when we put tactics back in). Therefore, this is intended to allow players to maximize their strategic gameplay by offering them the likelihood of success of the best unit, and then giving them a way to use tactics to change the inherent variables in our equation. As a conclusion, I feel that metagamers try to exploit the rules of the game. I am trying to exploit the rules of the mind.
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Right. Now we dive into the guts of my idea. The effectiveness of the unit would be measured in the points it costs vs. the points that it regains in battle through the destruction of other units. My first equation deals with a simple pick up game where the goal is to wipe out as many of the other player's units as possible, so complicated things like objectives aren't something to worry about.
The way I went about creating the equation is by taking what is required to win(language-wise) and breaking it down to it's base components, then translating it into mathematics, and building it back up again to form an equation.
Since the equation isn't done yet, let me give you part of it as an example:
The Effectiveness of a Unit
-measured by-
Points Cost vs Points Gained by Unit
Points Gained by Unit
-measured by-
Ability to Kill in CC vs Ability to kill in Shooting
Ability to Kill in Shooting
-measured by-
Ability to See Target, Ability to Hit Target, Ability to Wound Target, and Target's Inability to Save
Target's Inability to Save
-measured by-
Save Number times Wounds Recieved times 10, or (Sv)10W
The save number means the value in the Armor save stat line, so for a 3+ save, the save number would be 3. The reason I multiplied wounds times ten is because it strikes me that each wound on a model is worth roughly ten points-or at least that is how most unit construction rules make it out to be. I then combine that value with all the others I detailed. Note that the single facet of a unit's usefulness I just detailed was part of a branching tree of values, one you will begin to see as I finish my equation.
Right. I don't want to carry on for pages and pages and have you lose interest, so I'm going to wrap up the preview of my idea there. If you like it, I look forward to working with you to improve upon it.
So-what do you think? Am I on to something? Am I totally apes**t? Or do you want more of an explanation before you can decide how it looks?
I have this idea that's been bouncing around for a while. Before I go into it, I want to preface it by saying that I am not a math major, and I am probably not the first person to think of this. Please have patience as I might stumble around a bit...
I've seen Mathammer being used to summarize the probability of hits and wounds, but I want to apply it to whole games. Would it be possible to take one unit, take the characteristics for that unit, input it into an equation, and get the effectiveness of that unit? It sounds like an awfully simplified answer, but I believe it is possible. I am working on that equation right now, and any help would be appreciated.
Oh, and another thing. This equation is designed to show the effectiveness of the unit, not the player. Since we're only dealing with the unit's characteristics, we must assume that the tactics/in game movement of the unit is perfect. Therefore, we take out all the strategy and look simply at the numbers.
Before you assume I'm looking for a way to win using statistically perfect units, allow me to explain. I am doing this to assess the effect tactics have on gameplay. By taking them out for the purposes of our consideration, we can analyze the effect they have when we compare how the numbers line up to the actual end result of the game (ie, what happens when we put tactics back in). Therefore, this is intended to allow players to maximize their strategic gameplay by offering them the likelihood of success of the best unit, and then giving them a way to use tactics to change the inherent variables in our equation. As a conclusion, I feel that metagamers try to exploit the rules of the game. I am trying to exploit the rules of the mind.
-----------------
Right. Now we dive into the guts of my idea. The effectiveness of the unit would be measured in the points it costs vs. the points that it regains in battle through the destruction of other units. My first equation deals with a simple pick up game where the goal is to wipe out as many of the other player's units as possible, so complicated things like objectives aren't something to worry about.
The way I went about creating the equation is by taking what is required to win(language-wise) and breaking it down to it's base components, then translating it into mathematics, and building it back up again to form an equation.
Since the equation isn't done yet, let me give you part of it as an example:
The Effectiveness of a Unit
-measured by-
Points Cost vs Points Gained by Unit
Points Gained by Unit
-measured by-
Ability to Kill in CC vs Ability to kill in Shooting
Ability to Kill in Shooting
-measured by-
Ability to See Target, Ability to Hit Target, Ability to Wound Target, and Target's Inability to Save
Target's Inability to Save
-measured by-
Save Number times Wounds Recieved times 10, or (Sv)10W
The save number means the value in the Armor save stat line, so for a 3+ save, the save number would be 3. The reason I multiplied wounds times ten is because it strikes me that each wound on a model is worth roughly ten points-or at least that is how most unit construction rules make it out to be. I then combine that value with all the others I detailed. Note that the single facet of a unit's usefulness I just detailed was part of a branching tree of values, one you will begin to see as I finish my equation.
Right. I don't want to carry on for pages and pages and have you lose interest, so I'm going to wrap up the preview of my idea there. If you like it, I look forward to working with you to improve upon it.
So-what do you think? Am I on to something? Am I totally apes**t? Or do you want more of an explanation before you can decide how it looks?