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Introduce player classes: Runner, Drinker, Thrower #30

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moreApi opened this issue Apr 23, 2020 · 3 comments
Open

Introduce player classes: Runner, Drinker, Thrower #30

moreApi opened this issue Apr 23, 2020 · 3 comments
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@moreApi
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moreApi commented Apr 23, 2020

  • Runners reduce enemy drink time
  • Drinkers extend own drink time
  • Thrower have a higher hit chance

This is easy to balance:

  • Runner and Drinker -> same value
  • Thrower -> hit chance is already based on a expected value for drink time this value can be increased by the same degree as for the other classes

These effects could be global or just for the next throw after or of the current player.

@moreApi moreApi added enhancement New feature or request Server Client labels Apr 23, 2020
@moreApi moreApi added this to the Version n+1 milestone Apr 23, 2020
@stheid
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stheid commented Apr 23, 2020

Runners reduce enemy-team drink time. therefore the value will be normalized by the number of players.

for runners, we could sample the normalized drinktime reduction from all players runvalue.

Example:
Team A: runnervalues: 5,3,2,2,4

  • Team B throws. a runnervalue is drawn: 2. This will reduce the drinkingtime.

Just the conversion from value to time is not obvious yet.

@ApolloLV
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ApolloLV commented Jun 2, 2020

My thoughts on this:
Decrease drinking expectation from 2.0 to 1.5 seconds per throw, it is a little too high.
Increase expectation a little for the harder throws so that risk taking is rewarded.
Sample the drinking times from a normal distribution instead of uniform between cutoff points. We have to make sure the distribution is not too wide, producing way too long or too short times.

The new running factor of the top 2 runners in each team is averaged to determine the team running factor. The base running factor is 1.0 and this is applied multiplicatively to the drinking time of the enemy team.

Allrounders have no changes, normal hit rate and running factor (1.0)
Throwers have a little higher hit chance, but can only throw with medium or high strength. Additionally they have a running factor of 1.3.
Runners have a lower running factor of 0.8 and thus reduce the enemy drinking time, but also have a reduced hit chance by a factor of 0.65. They can also not throw hard.

The reduction in hit chance with runners would have to scale with the number of players to preserve the expectation. Since that number might be difficult to determine, we could just use the hardcoded factor of 0.65 which means that for teams with 4 players or more, it is advantageous to have up to 2 runners.

I wouldn't add drinkers, since this is already considered sufficiently by the real-world part of the simulation.

@moreApi moreApi added idea Idea for a feature and removed Client Server enhancement New feature or request labels Jun 10, 2020
@moreApi
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moreApi commented Jun 10, 2020

Results form call from 10.6, Jan²:

  • 4 classes:
    • Runner
      • reduces enemy drinking time
      • can throw soft, medium
    • Thrower
      • better hit rate
      • can throw medium, hard
    • Drinker
      • increases own team drink time
      • can throw soft, hard (because drunk)
    • Allrounder
      • reduced hit rate
      • can throw soft, medum and hard
  • Effects stay active after abgeben.
  • This should be balaced for roughtl same sized teams
  • Look for player feedback and improve system. This is only the first version of the class system.

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