I think the density mechanic is excellent to balance different castles, however just the sheer brick count is probably too simple a metric to be accurate. Not all castles are equally easy to topple based on just their brick count, especially with the prevalence of physics glitches as one of the main sources of damage. Basically I think it needs some kind of refinement, so that each castle gets a predefined "difficulty" value and the multiplier is added based on difference in those. But as a general implementation I think it works great. :)
new update: if your castle has higher/lower number of bricks than your opponent's, then your bullet density will be slightly modified to balance the game. (to castle #1/offence only)
I noticed, that the cannons get worse over time, simply because more balls are being overshot. You could attempt to change the rotation of the cannons by making it depend on the maximum height of the opponent's structure, so it will stop overshooting most of the time. Apart from that, i also noticed inconsistencies in the physics of those simulations, like the balls clipping into gaps between bricks and even phasing through some (e.g. pillars), which causes the most damage. Also, what determines the super big balls that appeared sometimes?
I think we just consider the physics glitch to be "critical" hits, Algodoo does it's best but no program is immune to glitches lol for the large ball... the only theory I have is if the same marble enters the 2x mass hole twice in a row... would need to rewatch carefully to see if that's a factor though
There's a tiny window of time where the block responsible for shooting the big marble flashes dark. If another marble hits the block within that tiny window, the effects are cumulative. The most I ever saw combine is three, for eight times the mass.
*(bullet density modification is based on both castle's brick count,if you have lower/higher number of bricks than the other, density change will be calculated as:) if your bricks are lower than your opponent's, your bullet density will be: 1+[(H-L)/H] if your bricks are higher than your opponent's, your bullet density will be: 1-[(H-L)/H] (All answers are rounded off to 3 significant figures.) (It was only given to the offence's castle.) [castle #1]
I think the density mechanic is excellent to balance different castles, however just the sheer brick count is probably too simple a metric to be accurate. Not all castles are equally easy to topple based on just their brick count, especially with the prevalence of physics glitches as one of the main sources of damage.
Basically I think it needs some kind of refinement, so that each castle gets a predefined "difficulty" value and the multiplier is added based on difference in those. But as a general implementation I think it works great. :)
Yep! The density mechanic is a very good way to balance the castles. Now the battles were very close once again. Good job!
territory count:
red: 13
green: 17
yellow: 16
blue: 18
(Blue is still leading)
Кирпичи, улетающие в космос - это, конечно, супер)))
awesome, I really enjoy the marble war series :)
great video as per usual :D
E
new update: if your castle has higher/lower number of bricks than your opponent's, then your bullet density will be slightly modified to balance the game. (to castle #1/offence only)
Blue lost to Green. So he got his revenge
I noticed, that the cannons get worse over time, simply because more balls are being overshot. You could attempt to change the rotation of the cannons by making it depend on the maximum height of the opponent's structure, so it will stop overshooting most of the time. Apart from that, i also noticed inconsistencies in the physics of those simulations, like the balls clipping into gaps between bricks and even phasing through some (e.g. pillars), which causes the most damage.
Also, what determines the super big balls that appeared sometimes?
I think we just consider the physics glitch to be "critical" hits, Algodoo does it's best but no program is immune to glitches lol
for the large ball... the only theory I have is if the same marble enters the 2x mass hole twice in a row... would need to rewatch carefully to see if that's a factor though
There's a tiny window of time where the block responsible for shooting the big marble flashes dark. If another marble hits the block within that tiny window, the effects are cumulative. The most I ever saw combine is three, for eight times the mass.
SeanMirrsen, This is the case
*(bullet density modification is based on both castle's brick count,if you have lower/higher number of bricks than the other, density change will be calculated as:)
if your bricks are lower than your opponent's, your bullet density will be:
1+[(H-L)/H]
if your bricks are higher than your opponent's, your bullet density will be:
1-[(H-L)/H]
(All answers are rounded off to 3 significant figures.)
(It was only given to the offence's castle.) [castle #1]
Ged Yellue
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