heckhoff / rshiny-splimo-schadenrechner

R Shiny Applikation zum interaktiven Berechnen von Waffenschaden für Splittermond
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Weapon ranking #6

Open heckhoff opened 1 year ago

heckhoff commented 1 year ago

Edit - action plan:

Overall "score" as well as usage area based comparison (e.g. highly armored individuals) Score calculation may depend on average enemy calculation as well as their trait distribution (see #4), perhaps a damage matrix for each could provide sufficient input for a ML-based approach. This may rely on an SQLite or hosted database

Can later be extended by personalizing ranking based on character attributes that influence hit probability (consider critical hit/miss outcomes).

Issue of fight back and forth with attrition and speed of death is considered, but unsure about implementation. Fight dynamics like ranged weapon in melee poses problems as well - probably can't be accurately accounted for. Adequate minimal working solution can be simulated back and forth with hit probability, damage (accounting for armor, shield, ...), weapon speed, health pool and attrition from each side. Consider not only average damage, but also standard deviation and its effect

Also considered is the weapon utility and CC capability. Probably custom weighted weapon properties, but again very hard to implement (advanced ML like reinforcement learning fight simulation approach is most likely wishful thinking). Most pragmatic yet boring approach would be a user-defined fixed weighting based on suspected worth of property (e.g. vielseitig > wurffähig). Perhaps allow weight customization.

heckhoff commented 1 year ago

Ranking needs separate one- or two-handed use for qualified weapons

heckhoff commented 1 year ago

Probably overall quite computationally expensive if done properly (avg. player stats, avg. enemy stats, ...), however complex. Can be calculated in advance for specific attribute queries, but then definitely necessary to represent in a database - useful anyways, create issue once needed. How would schemas be organized? GRW vs. beginner's rules? Weapon stats vs. player stats vs. enemy stats, ...?

Does it make sense to rank based on varying player attributes? Probably does due to the large impact of hit probability, but how?

How would these ideas compare? Each can be tested out if desired

heckhoff commented 1 year ago

Vis ideas:

https://rpg.stackexchange.com/questions/167980/anydice-how-to-calculate-opposed-roll-probabilities-for-an-unusual-mechanic