|
Post by Lord Gravesmythe on Nov 4, 2005 18:43:20 GMT -5
Ah. As in upward swing? Couldn't that still be considered a striker?
I'm thinking D&D here. Ranged attack and melee attack. In Attacktix a shooter is ranged and a striker is melee.
|
|
|
Post by redemptionrocks on Nov 4, 2005 19:28:45 GMT -5
Lol hm...its like bowling...
|
|
|
Post by Joe Manzo on Nov 8, 2005 11:08:30 GMT -5
I've been away--- Basically, the system here is more so to determine each figures VALUE in the "universe". Basically, it looks at every figure and tallies a total number of Troopers, or Droid Army etc. Then it looks at what each figures special power does, so that figures like a Clone Trooper will have a much higher ranking, because they can support SO many figures. A figure like Padme will have a lower ranking, because she does NOT support many figures even though she has a bigger base and the same gun as a clone. MASS ranks what will help you build a team. This does not compare two figures, side by side, and tell you which is stronger. You can use the QBASIC program for simple one-to-one comparisons! The reason I say the Kicking Leg is not an option... he IS currently classified as a Striker... but I give everyone who uses MASS the option to weigh WHICH attack is important to you. Someone else mentioned that no one system is perfect because everyone values something differently. This is what MASS does. You can rank STriker vs Sm. Missile vs Large Missile. And you can rank which Special Powers are important to YOU! This way MY final MASS listing will be different from yours, making it a much more flexible system then me deciding for you if a small missile is more valuable than a striker, when you may hate using strikers or vice versa (Who would hate using launcher? ) If I missed any questions, let me know, I'm back until this Friday.
|
|
|
Post by darthinsidious on Nov 8, 2005 13:39:03 GMT -5
Joe, I've been working with your MASS system and understand how you built flexibilty into it by allowing users to rate the value of each weapon type and special ability. I like the systematic way that you handled the value of a particular figure's special ability based upon the number of figures that the ability can effect.
I know you are still working on tweaking your formulas, but I was wondering if you could tell us the general method you used to calculate the total MASS value. As I discussed with Lord Gravesmythe, a difficult element of creating a rating system is in determining how to take each of the invidual characteristics of a figure (such as weapon type, speed, base size, etc.) and combine them into a single, overall, universal value. His QBASIC program gives an equal amount of weight to each characteristic that it considers. How does the MASS calculation handle this?
|
|
|
Post by Joe Manzo on Nov 8, 2005 14:00:53 GMT -5
Sure enough, here goes... based very loosely on the QB Rating Formula. (Ideas for weights of value, etc)
(Attack Rating X Number of Attacks) + Speed + (Base^2 - 10) + (2 X (Special Ability Multiplier X (Special Ability Rating X (Odds/26)*(Special Ability Condition Odds/Total Number of Unique Figures)))))
(That last one means: How many figures can support/use this figures power
+(Special Ability Effect Odds/Total Number of Unique Figures + Figure Modifiers)
The Effect Odds are how many figures this power will effect (if only effects Nute Gunray its not as powerful) Plus any Modifiers to the figures. Modifiers come from how many times THAT figure can be used AS support.
The parenthesis are all messed up because I pulled it from Excel and the formulas have a lot more nested crap in there. I can go over it better later, but that is pretty close... Also, any field on my Excel Sheet with a RED CORNER has a note describing what that column is, and will help you understand better.
YB may be helping me tweak the formula, too, so it is not final yet.
|
|