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2012-04-09, 02:02 AM | [Ignore Me] #1 | |||||||
Contributor PlanetSide 2
Game Designer |
This is my attempt to model the capture mechanics described by Higby from the AMAA, the PAX East Q&A, and bits of information going back to last July.
Before I comment on the mechanics I want to lay out current understanding of how it works and give a somewhat close approximation to the system. I am not proposing anything in this original post - I am only trying to model & explain the capture mechanics as we know them. Quite a lot of math here, so if you don't like that move along to the next thread. Ticket System & Adjacent Territory Bonus From what we know, the capture system is like Battlefield conquest maps only inverted, so instead of losing tickets we are accumulating tickets until we reach a point where the base is captured. Adjacent territory augments the ticket pool by granting bonus starting tickets.
B = Maximum bonus amount. I'll assume 950 because it fits the estimates we've seen Higby make for extreme cases. A = Adjacent edges on the territory that are friendly T = Total capturable edges on the territory S = Starting tickets S = B * A / T For B = 950 the formula becomes S = 950 * A / T (most bases have 18 edges, so using that for T) Extreme cases: For A = 0, S = 0 (capture of a facility that you have no territory around) For A = 18, S = 950 (recap of facility deep behind your lines that someone capped) Even case: For A = 9, S = 475 (this is if control is split 50/50, like a border territory) Moderately Uneven case: For A = 5, S = 264 (this would be if you had a small amount of territory) For A = 13, S = 686 (this is the inverse of the one above it) Higby mentioned that it might take up to 30 minutes to capture a base without any adjacent territory, so based on the estimate that 0 -> 1000 takes approximately 30 minutes if you hold all capture points you can calculate a tickets/second capture rate. To keep the math simple, I'm going to round to .6 tickets / second, which translates to 36 tickets a minute, or 27.78 minutes to capture a facility, assuming you hold all 7 tickets and have 0 starting tickets. The rate of capture is approximately .6 tickets / second, for all 7 capture points, or .0857 tickets / second per capture point, assuming 7 capture points (rate might be faster for smaller numbers of capture points to keep this capture mechanic consistent). We can thus calculate capture scenarios, which I detail below. Note that this scales to any size territory, not just facilities. Smaller territories have fewer edges, but the formulas above still work and can make for consistent capture experiences, though they may have fewer control nodes making the captures go more smoothly. Back Hack Scenario For the Back-hack scenario, the attacker has 0 adjacent territory edges, and the defender has all 18. Higby said this scenario played out like...
Defender starts at S = 950 The defender only needs to gain 50 tickets to stop the capture attempt, while the attacker must gain many times that, so by simple calculation it will be difficult to capture the base because the attackers must not allow any control points to defenders At S = 0, as established above, the time for the attackers to capture the facility is 27.78 minutes, assuming they have all control points. At S = 950, it only takes defenders 1.38 minutes to capture the facility if they have all points. So a ghost-hack is easy to stop. This is consistent with Higby's statement:
This is also roughly the number that Higby gave for this scenario back in July, which was 30 minutes to capture a behind-the-lines territory and 30 seconds to take it back. I'm a little off from there but I think that's within reasonable rounding. That's the worst, case, now lets look at a hotly contested base where both sides have the same amount of territory. Hotly Contested Facility For a hotly contested facility, A = 9, which is half of the 18. This is true for both sides. This is a scenario of an essentially even match-up, territory-wise. A = 9, S = 475, so each side must accumulate 525 tickets. In the best-case scenario, when one side controls all 7 control nodes, the capture will take 875 seconds, or 14.6 minutes. But in a hotly contested base, it is unlikely that you would control 7 nodes, so lets look at the worst-case scenario when you only have 4/7 control points. That woudl be a capture rate of .3428 tickets/sec, which means the capture takes 1531 seconds, or 25.5 minutes. (Note: this is is not strictly the worst-case scenario, as the worst-case would be not having any control points for a time and then regaining them which could extend the capture beyond 25 minutes, but I think as a hotly contested base scenario goes this is fairly close). This is roughly the same amount of time that it took to capture a hot base in PS1 when you factor in the pre-hack time + 15 minute hack, although this method assumes the base is hotly contested the entire capture time, which is unlikely. A typical base capture therefore might take about 15-20 minutes with this model, with a lower bound of 14.6 and an upper bound of 25.5, depending on level of resistance. This is consistent with Higby's model statement here:
You can then look at other in-between scenarios using the same math, but I don't quite find those as interesting. The interesting cases are the even-territory scenario and the horribly lopsided territory scenario. For normal territories, we can just assume only one control point, with that one control point generating .6 tickets / second. If we assume same rules apply as facility captures, we can see territory will have roughly the same capture times. I don't expect this model is exact by any means, but I think it's close and fits the data we have thus far been given. Commentary Things which I like about this system
Things I don't like about the system
Hopefully as we learn more some of the concerns might vanish and the model's accuracy can be further improved. I'd really like to know how captures are initiated, it might help mitigate one of my concerns. In the absence of confirmation I assume that captures are initiated simply by someone capturing at least one control node in a territory/facility. Edit: Higby confirmed via Twitter earlier that capturing any node initiates the capture, as assumed above. Unfortunately I believe this means I still have all of the listed concerns for the system. I also have some ideas and formulas for a Tug-of-War model that I may post later in this thread. Last edited by Malorn; 2012-04-09 at 02:55 AM. |
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