• Those wishing to contribute to the game by making suggestions (both small and large) should read the following before doing so.

    Bushtarion largely runs completely automatically, and has been designed intentionally to be as self-maintaining as possible, with mechanics and balance considered at a completed point.

    Please do not spend large amounts of time coming up with complex suggestions in the hope that they will be read and possibly implemented in the future, unless you just enjoy the discussion, theory-craft, and such.

    The most likely changes will be rules-changes, specific number-tweaks to units, techs, and similar sorts of changes, and only if a large community consensus is reached as "proof" that a change would, overall, be an improvement, and are more likely to be done in batches, occassionally, not as a regular thing.

Quest For The Holy Grail

Azzer

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The Holy Grail? What's All This Then?
There is an aspect of Bushtarion that I - and most players - have never been happy with, despite numerous attempts at implementing all sorts of ideas.

This system has no real name as of yet (and has gone by many different names), but for this post I will call it the "Fairness Calculator", or FC for short.

The FC is used for everything in combat relating to your gains from bounty hunting, your effectiveness, and the dynamic land cap. In the past it has been used for honour/fame, insurance gains once, injury gains for a while, and other similar related things.

The FC atm is grotesquely complex, has "issues" under certain combat conditions, and is designed in such a way that it's frankly impossible to publicise the exact mechanics of how it works to the playerbase.

What I consider the "holy grail" of improvements at the moment, is a completely re-done from the ground up FC. One that can be made public in how it works. One that is free of abuse. One that can be used for any current and future additions to the game that relate to needing to reward (or punish if desired) "good fights", "bad fights", and "neutral fights".



What I'm Asking For:
I'm asking for solid, well thought out suggestions from the players on a new FC. While I welcome any ideas or suggested methods, big or small from anyone, what I'm really hoping for is to tap in to the mind of a few geniuses out there for a fully fledged mathematical solution to the problem, that I can turn in to actual working code. But I'll welcome any genuine suggestions players have on the subject, as even if you only make a small suggestion or comment on the subject, it might help inspire a fuller solution from somebody else.



Requirements For A New FC:
* It will generate a number between 0-200 for every player who has troops involved in a battle report for that tick. The target will have it's own value, every individual attacker (from any alliance) will have their own value. Every single defender will have their own personal values too.
* 100 will be the "Neutral" point. It means "Completely fair/equal/normal/every day attack".
* 200 will be "Awesome attack, small guy pwning a huge guy in a fair combat, this guy got skills/got balls/is a nutcase.
* 0 will be "Raping the same guy over and over"/"Bashing a newb"/"Waving somebody with all of your mates" etc.
* The calculation can generate numbers below 0 and above 200 (if that's how you envision/need the maths to work), but my code will cap them at 200 (if > 200, set to 200, if < 0, set to 0, etc.).
* For every attacker, their FC hard-set to 100 if the attacker's alliance or the victim's alliance are at war with eachother.
* For the victim or every defender, their FC will be treated as 100 against any individual attacking them who's alliance is at war with them, but will be treated as normal for any attacker who isn't at war with them (eg any solo addons etc.).

So to sum up... the battle engine calculates a combat. It then goes through everyone present in combat, and runs them through this new FC Calculator.
Then when the battle engine calculates each individual's land steal, their bounty gains, or their effectiveness gains.... the FC will be treated as a percentage of those figures (eg an FC of 50 means 50% max bounty gain). Sometimes results above, or below 100, will be treated as 100 - eg it's never possible to gain above 100 land cap, or above 100 bounty hunt. But you could get 200% effectiveness. The battle engine will handle what is done with the FC, the FC calculator simply needs to create that value.



What An FC Has To Consider:
* What if an attacker/a defender sends a single unit in to the combat - eg just 1 hippy?
* Will the original launch-ETA's of a mob affect the value (eg does a mob ETA of 2 for an attacker give them a lower FC, because it's a rush mob etc.)
* If the victim runs all their staff away, is their FC affected?
* If the victim is offline, is their FC affected?
* If three people with 50,000 score each attack somebody with 150,000 score... does everyone have 100 FC? Or do the attackers get a little more because they themselves are each smaller?
* Does the FC use score, or troop score, or land score, in it's calculations?
* Does FC consider how many troops were actually sent, or simply the fact any troops were sent at all?
* Will it use the percentage of total troops sent (eg somebody sent 50% worth of all of their troops... so use 50% of their total score in the calc), or the actual value of the troops sent (a guy with 50,000 score sends 2,000 worth of troops - a single gardener).
* Solos attacking alliances, alliances attacking solos?
* Do the types of troops have any consideration (pure LET mobs, pure INN mobs... what about prot players in that case etc.)
* Think of possible abuses people could use - flak boosts, triggerers, etc.



An Example FC:
To calculate an attackers FC, need to calculate these two things for each individual attacker present:
* X= (Your total score * your repeat attack multiplier) + (your alliance average score * your repeat attack multiplier) + (% of total troops each individual attacker sent as a percent of their total score)
* Y= (Defender total score) + (defender alliance average score)
* FC = Y/X * 100.

Example maths: 3 people from a 10 man alliance of 400,000 score (average score 40,000), each individual having 25,000, 50,000 and 75,000 score each... along with a solo of 10,000 score.... attack somebody in a 10 man alliance of 1,000,000 score (average score 100,000) who has 30,000 score themselves. The solo was a friend of the victim and has sent 1 hippy (1% of their total troop value). The largest two alliance attackers have both sent 90% of their staff (90% the value of all their staff, not 90% the quantity). The smaller alliance attacker has sent 50% of their staff. The defender receives defense from 3 allied members, but other defender's scores aren't considered in this FC calculation! The smaller allied attacker has attacked this victim quite a few times already in recent days, and they've got a "repeat mob" multiplier of 1.76 currently. None of the other attackers have attacked this particular target before.
Attacker 1 (25,000 score):
X = (25,000 * 1.76) + (40,000 * 1.76) + (0.9*50000, 0.9*75000, 0.01*10000) = 227,000
Y = 130,000
FC = 57.3%
Attacker 2 (50,000 score):
X = (50,000) + (40,000) + (0.5*25000, 0.9*75000, 0.01*10000) = 170,100
Y = 130,000
FC = 76.4%
Attacker 3 (75,000 score):
X = (75,000) + (40,000) + (0.5*25000, 0.9*50000, 0.01*10000) = 172,600
Y = 130,000
FC = 75.3%
Solo Attacker (10,000 score):
X = (10,000) + (0.5*25000, 0.9*50000, 0.9*75000) = 135,500
Y = 130,000
FC = 95.9%

In this example new FC system, a solo sending a single hippy has next to no impact at all on the other attackers (simply adds 100 to their total attacker scores), but the solo themselves gets a pretty poor FC (less than 100) despite technically attacking somebody three times bigger than themselves in an alliance of 100,000 average score members, because they got the added weight of all the alliance attackers.
The smaller alliance attacker, because they've attacked this victim before, has a pretty poor FC compared to anyone else.
CBA giving an example to calculate the defenders FC, the above should be enough to give you an idea of a possible system.

The example FC above is pretty simplistic - It doesn't take in to consideration "pure let mobs", "low eta mobs/rush mobs", "high eta mobs", "pure flak mobs" or anything advanced like that - but perhaps simplicity would be an improvement, rather than trying to factor these things in like the current live FC attempts to.


Summary:
If you've managed to follow this whole post, you've already proved you're pretty damn intelligent ;) I basically want ideas for, or an actual detailed specification/system for calculating a new "FC" value for everyone present in a particular battle... one that is simpler than the current unpublished version, that can actually BE published, and can be used for bounty hunting, effectiveness, land caps, and as yet unthought of things too.
Any ideas you get, try and run them through your head for some example combat situations you've ever been in in Bush, or try and think how you might abuse it to make somebody else get a terrible FC on an otherwise ok attack, or how somebody might try to ruin your own FC somehow on an attack/a defense.
 

f0xx

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While I do like the fact that you are actively looking for an answer to something like this and that you are asking us, the players for advices, I also think that you should try and keep things as simple as possible. This "FC" is by far the most complicated thing I have seen in bushtarion and I doubt that anyone will be able to create a math solution to the problem, a solution which coveres all aspects of Bounty hunting, land caps, effectiveness and anything else that the FC can be used for in future while completely removing any paths for abuse, for the sole reason that this code can never know whether this person who is sending flak + basics at eta 2 is working with or against you.

I personally think that non of the above (land caps, bounty hunting, effectiveness) is needed in bushtarion and if you look back, you will notice that some of the most successful rounds in bushtarion (player count wise) were the rounds which had none of those things.

This is ofcourse my personal opinion and none of you are bound to agree with it, this is just how I see things.

To those who are looking for that math solution I wish good luck and I sincerely hope that you WILL manage to find it (while keeping it simple at the same time) so that the game can become 'fair' for all of us, I juse think that this is an impossible task and that too many resources are being thrown into it.
 

No-Dachi

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Wouldn't it be possible for the code to check if the mobs has geos/thiefs in them of some sort? If you instead of making the calc run on what eta lethals were sent in, you can just draw the line at geos present in attackers mob, or not.

As far as I can see that's the one thing lethal rushes has in common, and if they work around it by sending geos then at least the target has 5 ticks to sort defence - just as they would with any regular attack.

Thiefs would have an easier time with this implemented, but they can use a slight buff. I suppose Stealth geo-players would have an easier time too, but at least their attacks would have to reveal at eta 2. And in either case, I think it is better to have some cap at let rushes than none.
 

Azzer

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Wouldn't it be possible for the code to check if the mobs has geos/thiefs in them of some sort? If you instead of making the calc run on what eta lethals were sent in, you can just draw the line at geos present in attackers mob, or not.

Sure would, just throwing out possible things an "FC" might want to take in to consideration! Could be that a new FC should ignore the contents of a mob OR it's eta... or focus on the type of units... or focus on the ETA... or focus on whether a land-stealing unit is present or not... or all or none of the above. Can use your imagination!
 

DarkSider

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What you actually want is a system to stop the abuse of fake boosts with intent of decreasing bounty & land grabs, vultures following on a target and spoiling the real sender gains. FC is much less important beyond that as effectiveness has a little role and i think base bounty shouldn't receive a bonus for attacking upwards just decreased for attacking low.
So here are my suggestions for a plan:

1. More attackers attacking same target will be divided by the game tick they sent their attack. That means if on tick 862 two attackers sent eta 5 on a target and nobody else sent that tick, their combined score will be calculated together in the FC (if they are both present that tick still). Other attackers following on tick 863 eta 5 or say 865 a flak boost will be seen as taking the easy/evil ride and their score will be cumulated with the ones before him in their FC calc (only for the ticks they are all present at that company), without affecting FC of original senders.

2. Attackers with combined score between (100%-200% * %Not.Full) of the average member size in the alliance get 100 FC. %Not.Full is (100 - members missing to 20)% which makes the FC= 100 for 81-162 % of a 1 man alliance.

3. Attackers with a combined score under 100% of the average get a small bonus that won't be used in land gains/bounty only in eff gains. (not so important)

4. Attackers with a combined score over 200% * % will suffer penalties loosing 1 FC for every 2% over.

5. If you want the full bounty and land grabs - declare war :p Also war should have a minimum war time so it won't get automatically canceled from a solid first wave or a few members quickly leaving. In war all attacks have at least 100 FC.

6. Defenders get the full insurance, FC would only influence effectiveness gains (less important).

7. Throw repeat attacking in for attacking same solo's or any individuals of same alliance repeatedly outside war. The counter should only go up if you do "damage". Damage referes to any land grab or a small percentage of troops/seeds/plants/funds lost ... say 5% real score.


I made it depend just on average member score and not take count of defences present or absent defending the id since i consider when you attack an alliance you attack THE alliance and not an individual.
For solo's keep same 81-162% as for a 1 man alliance, but having solo parteners should add some of their score to that.
The way this can be abused however is sending before or the very same tick as original senders to have your score included in their calc, tho it will be much harder to accomplish than seeing the attack and boosting later so it should be a step forward. Maybe something can be thought for that too :D And if one sends geos and later many boost him hmmm. Maybe a sort of old honor/fame system would be needed to at least temporarily affect the "bad guys" o_O
 
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DarkSider

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You might have more success with a mirc discussion where some ppl could debate small points, like if attacking together should have different FC for attackers as in your example while i think they are all in the same boat, the big guy provides the biggest army so he can be seen as bravest and not have the lowest FC.
 

Martin

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Before you read my response please note this is only based on quickly scanning the suggestion.

I am against an FC system, forcing people to attack a certain way or at a certain level.


Pros:

It slows down people growing.
Keeps battles going on for longer.
Makes killing smaller people less appealing.

Cons:

Means those in alliances who do not need balanced set-ups can mass (for example) SAs and easily smash a Thug at 70%. Which gives an advantage to those in strong allies which can specialise their set-up.
This means those will more balanced set-ups (to help defence) struggle to attack at around their score, so those people (in weaker alliances) struggle to attack as effectivly at a higher score.


Back in the day.... I used to send out 4 flak mobs at 20-25% of my score, steal land without killing anyone. Smaller people found it frustrating, but they stayed alive. Now I know some people always feel the need to attack with LETs, but for the players who are smart/good enough to grow fast, they will take land from the people that can't hurt them even for smaller grabs. Rinse and repeat.

IMO Land Cap and increased ETA is enough.
 

timtadams

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Three pros to one con...
Anyway, i had a hard time trying to work out what you are trying to say in that con, but i only just woke up too.
Ok, the first thing i will say is that the FC does not affect the attackers/defenders. All it does is create a number for a player. What is done with this number, whether it be assign titles, or affect bounty, ect is a different issue.
While obtaining a desired FC may influence attacks it does not force someone to attack a certain way.
Now in your example are you saying the alliance that is massing SAs is the strong one? If so, why is it strong? Is it because they have a good setup of routes to supplement the SAs, or because they are big? And why should a smaller, balanced alliance struggle to attack around their range? Robos/poms/vamps are good against SAs so if you are one of those attack an SA (for example) my point is they can attack around their range using their brains and attacking routes that theirs is good against.
 

f0xx

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timtadams said:
Ok, the first thing i will say is that the FC does not affect the attackers/defenders. All it does is create a number for a player. What is done with this number, whether it be assign titles, or affect bounty, ect is a different issue.
Do you see how you are contradicting yourself? This is like saying "I will kill this guy, but I won't go to jail becuase I kill him, but because the police/court sends me there." The FC affects the attackers/defenders because that is how it is/will be designed.


timtadams said:
While obtaining a desired FC may influence attacks it does not force someone to attack a certain way.
Again you are wrong. It does force you, just like every law in real world forces you not to do certain things because you will be punished if you do them.


timtadams said:
Now in your example are you saying the alliance that is massing SAs is the strong one? If so, why is it strong? Is it because they have a good setup of routes to supplement the SAs, or because they are big? And why should a smaller, balanced alliance struggle to attack around their range? Robos/poms/vamps are good against SAs so if you are one of those attack an SA (for example) my point is they can attack around their range using their brains and attacking routes that theirs is good against.
Now this is the part which you misunderstand the most. You take Martin's words literally when he was just giving an example. He was saying that the stronger alliances usually specialise their route setup to gain better benefits when attacking/defending together. This is only possible in highly active/contactable alliance though (i.e. high ranked ones). I will give an example: In an ally that battles for rank 1 usually striker players mass strikers, SA players mass SAs, robo players mass PA/TDs, RPG players mass RPGs and so on. This is because in most battles you rarely fight alone and when you maximise the effeciency of your route against certain routes and when your team-mates to the same, the overall effect is that you gain more power with fewer units.

In comparison to this, there are lower ranked and more inexperienced players with less skill. Those players won't just mass Strikers, they will be also be buying a lot of marines and apaches, units which are not so useful when it comes to attacking (this again is just an example so do not take it literally!!!), especially when we are talking about attacking at 80% of your score.

So the circle is - big players take few losses when they attack (even at 80%) because of their specialised routes and smaller players take huge losses because they can not specialise like the players in bigger alliances.

Now here comes the question - "Why can't they specialise?". The answer is simple - becuase they are less skilled, because they do not know the advantage of specialising your route and because in most cases, they can not allow themselves to. Why? Because in many cases you will be the lonely defender and you have to provede LET flak, armor strippers and health killers all three types of units all by yourself, so you have to buy all strikers, apaches and marines, which makes your route setup average against all routes, but strong against none, while in bigger alliances there is usually one player who provides armor strippers, another who provides health killers and eventaully they flack each other, because they work well in team and almost never alone.

You can not really understand our point of view because (I guess) you have never played in a rank 1 ally. The route specialisation in those alliances, especially in the first month of the round is EXTREME.
 

DarkSider

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I think Azzer is looking into making battles between allies of close strenght to be more appealing while outfarming your competition by attacking more "noobs" less frequent. That kind of play it's booring for attackers (unless you're greedy for as many acres possible without 'fighting' for them just scanning alot and sending as many attacks out as you can) and frustrating for "farms", so the only good thing about it are the bragging rights of those at top of the food chain who have no worries about having too much acres and steal all they can. So to have a more exciting game there must be incentive to war other allies and/or decrease interest of scanning tens of id's to identify the weak id's with easy acres.
 

f0xx

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Aye, I know what Azzer is trying to do, the point is that those "on top of the food chain" have no choice but to attack low because of lack of targets. It is stupid to punish those who are most active and skilled without giving them any other option to attack "fair".
 

Weeble

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How so? The most active and skilled people shouldn't rush straight to the top and sit there, they should realise that if they wanted to continuously attack people, they should only replenish troops as they needed to for various attacks, thus growing at a slower rate and having more fun (whilst still holding the capabilities to - if needs be - buy huge and defend themselves completely).

The people who do rush to the top have nothing to do but buy more and more troops thus making them impossible to hit without a huge force.

Think about current armies - the small ones battle each other, the mid-range ones battle each other, and the majority of the time the largest ones rape their way to the top, then do absolutely nothing but sit there on their ass (except in certain cases where the UN requires their commitment :roll:), but you get my point?

The more active people enjoy the beginning of the round when it's a race to see who will come out on top; the less active people enjoy the rest of the round when they don't have to worry about being absolutely battered by a huge mutant army capable of destroying them several times over - they just have to worry about people with similar sized armies!
 
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f0xx

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Edited. Better?

Aye, much better :)

Still doesn't solve the problem though. Eventually there will be an alliance that grows much bigger than the rest and eventually they will experience lack of targets and will have no other option but to attack people at 30% of their score (if they want to attack at all and who doesn't?) and will be punished for this.
 

Martin

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I think Azzer is looking into making battles between allies of close strenght to be more appealing while outfarming your competition by attacking more "noobs" less frequent. That kind of play it's booring for attackers (unless you're greedy for as many acres possible without 'fighting' for them just scanning alot and sending as many attacks out as you can) and frustrating for "farms", so the only good thing about it are the bragging rights of those at top of the food chain who have no worries about having too much acres and steal all they can. So to have a more exciting game there must be incentive to war other allies and/or decrease interest of scanning tens of id's to identify the weak id's with easy acres.


Fair play. What I am really trying to voice is that an 'FC' shouldn't affect too much how people attack, but affect the spoils from said attack. Land caps, increased ETAs and a progressive land score is enough?
If the 'FC' was for example only to be used in a war to reduce these limits if the total score of each alliance was fairly equal then it's fine. Or similar circumstances where it would be good to make it all fair.


Those who are good and have bad score shouldn't be hit too hard or it just isn't worth being good. I think the things in place are already enough.
 

Azzer

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Please can we keep this thread on topic. What I mean is this:

This thread is about the FC and how to calculate one.

This thread is not about what the FC could (and I really stress the word could here) be used for - once an FC is done, it will be applied to the systems already in place in Bushtarion - which are bounty hunting, effectiveness, and land cap. There is already an FC in place, it already applies to those things, it is just not a good FC, it doesn't work under all conditions, and it's potentially abusable by clever players if I publicise all the details of how it works.

Feel free to make new threads on the topics of how you feel effectiveness shouldn't give less EFF for bashing, or how attacking somebody at 50% of your range should give as much bounty as attacking at 200% of your range, or how you should be able to steal a full land cap no matter who you attack or how many times you repeat attack them. This, however, is not that thread.

This thread is asking for help on designing a new FC. It is not asking for opinions which will always be personal and different for everyone on what such an FC should or should not be used for.
 

timtadams

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errr, sorry about that post Azzer. I hadnt had the time to read yours before i posted, so i will edited it out

-TimA
 
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rooney

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imo the value of troops sent should be calculated, since if i split my troops up into 4 parts and send 4 attacks at 40% that is similar to attacking at much higher than my score, but atm i would get penalised for it. and also the average score of the attackers alliance should not be used, but the defending alliances average score should. if i attack on my own i dont want to be penalised for being in a big alliance, but i do want to be rewarded for attacking the rank 1 alliance. anyway thats the main things for me
 
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