Posted: Sat Apr 16, 2011 10:40 pm
Well you know what they say:

Obviously you have lots to do and not a lot of time for theorycraft, so I'll try and trim down future arguments. Try, no promises.
In this matter, for the time being, I guess we'll agree to disagree. I sort of understand where you are coming from, even with strong variance the entire point of this sort of balancing is to minimize the impact of experience. Having too much will not make you significantly stronger than your enemy. Having too little will not make you significantly weaker than your enemy. I don't believe it's as world equalizing and canceling as you are convinced of, hence the giant argument, especially because of my last example where I used my actual core as a sample. Variance was set to -150 to +150, and the graphs look nothing alike, to me at least. I won't go into how abuse prone it may or may not be just yet because that is a whole new can of worms that reaches into other non-game play orientated fields.
So I'll wrap up:
BTW.
"Now with more QQ"
This thread delivers. I got a dev to QQ over my theorycrafting.
I kid, I'm not actually trying to baffle with you meaningless bullshit. I guarantee it takes me a lot longer to form these arguments than it takes for you to read and respond to them.If you can't dazzle them with brilliance, baffle them with bullshit.
Obviously you have lots to do and not a lot of time for theorycraft, so I'll try and trim down future arguments. Try, no promises.
In this matter, for the time being, I guess we'll agree to disagree. I sort of understand where you are coming from, even with strong variance the entire point of this sort of balancing is to minimize the impact of experience. Having too much will not make you significantly stronger than your enemy. Having too little will not make you significantly weaker than your enemy. I don't believe it's as world equalizing and canceling as you are convinced of, hence the giant argument, especially because of my last example where I used my actual core as a sample. Variance was set to -150 to +150, and the graphs look nothing alike, to me at least. I won't go into how abuse prone it may or may not be just yet because that is a whole new can of worms that reaches into other non-game play orientated fields.
So I'll wrap up:
This is the sort of dangerous situation I've been trying to avoid, but you seem to think it's a good thing. No wonder we disagree, heh. In the future when we move to the scenario/campaign balancing phase, if you choose this path, I'll tell you why it's not as pretty as it seems.Rudankort wrote:And let us not mix apples and oranges. Wink More replayability would result from any experience randomization scheme, not just the one you defend here. If I set average exp of enemy units to 2 and variance to 2, you will still get a lot of surprises, but enemy exp will remain disconnected from your own exp, and so my two complains above would not apply. So, this sounds like a good thing to implement.
I agreed with this before, and I'll agree again. The actual balance of fixed VS variable opponents is going to be my only arguing point.Rudankort wrote:Perhaps the right way, as I said, would be to combine your approach with fixed experience (where by fixed I mean that average is fixed, but specific units can get variable exp), and exact percentage of units to which we apply one of these two approaches will change from scenario to scenario. So in Barbarossa all soviet units have fixed experience, in Berlin their exp is derived from yours, and in between these two scens percentage changes proportionally. So, the war in the east would start easy, but if you fail to finish off the soviets quickly, it will become tougher and tougher all the time.
BTW.
"Now with more QQ"
This thread delivers. I got a dev to QQ over my theorycrafting.