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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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2012-04-09, 06:48 AM | [Ignore Me] #3 | ||
Lieutenant Colonel
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Good analysis.
What I take away from this is that it will be very important to capture surrounding territory before tackling a base, as this will give you a much bigger advantage when it comes to tickets. I like this, as it simulates cutting the base off from reinforcements yet also gives defenders a bit of warning, so the tactic to strike the base first and take it by surprise is also valid. This also means that uncontested territory can be quickly captured - no more sitting around for 15 minutes doing nothing unless you are stupid. I am not too sure I like the tickets counting up - as you say it is arbitrary. How to replace it? Perhaps have the defenders tickets counting down as we had with NTU originally and when it runs out the defenders cannot spawn and the base flips. More points captured and the faster the defenders lose tickets. Adjacent defender territories could give the facility tickets, so capturing them even while the hack is in progress would still make a difference. It's a simpler system but again how to deal with two attacking empires is an issue. Last edited by DviddLeff; 2012-04-09 at 06:55 AM. |
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2012-04-09, 07:35 AM | [Ignore Me] #4 | ||
sorry, due to no time TL: DR, although i know malorns threads are always great to read.
but i got a question... (please ignore if it´s somewhere in the op) do we have any info on what we actually have to do to start the capturing process? will it still be started by "hacking" or interacting with a console? in higbys interviews i got the impression this concept has been replaced by the stupid capturepoint concept (like tf2 or battlefront has) and holding a capturepoint boils down to occupy a room and keep enemys out. although the old concept almost played the same way, it felt awesome to hack a terminal and have your friends defending you while you are vulnerable doing this. just standing around in a room that magically switches to your side after some time feels dumb.
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2012-04-09, 10:01 AM | [Ignore Me] #5 | ||
Good post.
A question I've recently come up with is if territory can ever go neutral. In the gamesfront Q&A, Higby said, "If the hexes are neutral, the capture will take place as normal." So, I'm guessing that territory can go neutral. Wonder what the requirements are for that process? Anyone recall seeing anything about this? |
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2012-04-09, 10:18 AM | [Ignore Me] #6 | ||
Captain
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It amazes me how hard reading is for some people and how quickly they'll admit it.
This is a fantastic post. If the capture system works like this it will really reward the squads/outfits that focus on objectives and get things done. I assume there will be missions for capturing specific nodes along the territory, and while the zerg is busy grinding meat, the coordinated players will be creating and completing missions all day. Good stuff. |
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2012-04-09, 11:24 AM | [Ignore Me] #7 | |||
First Lieutenant
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2012-04-09, 11:32 AM | [Ignore Me] #8 | |||
Contributor PlanetSide 2
Game Designer |
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2012-04-09, 11:43 AM | [Ignore Me] #9 | ||
Second Lieutenant
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Eh, it's not that people don't like reading, per se. It's just that Malorn greatly over-analyzed a topic that really has no bearing on the final game, as we don't have all the details, and what IS there will undoubtedly change before release.
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2012-04-09, 12:13 PM | [Ignore Me] #10 | ||
Nearly a year ago, the capture mechanic was much like the Domination game mode of CoD. There is a proximity to the capture point and once there is enemy within that area, the capture begins. The speed of the capture would be affected by the number of enemies within that area and most likely, the number of friendlies. Now, ownership of adjacent territories also has affects this.
Things are always changing during development, so we probably don't have a complete picture of this yet and your current understanding of how it works is most likely, "at this moment". Either way, the goal seems to be to allow an overwhelming force on a front line base to be able to capture quickly, versus, a solo ghost hacker, who would take considerable time.
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2012-04-09, 02:11 PM | [Ignore Me] #13 | ||||
Contributor PlanetSide 2
Game Designer |
The main reason a tug of war gets more complicated is that with two factions a tug-of-war is a one-dimensional line, while with three factions a tug-of-war model becomes two-dimensional space, and a 4th empire (if they implement AI later) would make it three-dimensional space which would be difficult to visualize at-a-glance in game. A race style system doesn't care about that, as all three (or four or more) empires are racing toward the capture-line at different rates and are, for all intents and purposes, completely independent of each other. A tug-of-war model requires them to interact, making it more difficult to balance. I have a design idea on how to get the same behavior this model provides in a tug-of-war version that doesn't have some the quirkiness that a race model requires. I'll post it later tonight. |
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2012-04-09, 07:29 PM | [Ignore Me] #15 | ||
Contributor PlanetSide 2
Game Designer |
A resecure is the same as a capture. As a defender you have to beat the attackers to the cap.
Since adjacent territory determines starting tickets, the defenders have a huge advantage for territories secured by several other friendly territories. With a large ticket advantage you might only need 1-2 control points out of 7 to still beat the attackers to the 1000-ticket mark (or whatever the number is). But the closer you get to front-line territories that might only have 50% or less friendly bordering territory the capture and the resecure are just semantics. |
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