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Author Topic: Display numerical value for expected force needed for a raid and 100% success  (Read 761 times)

paragonid

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1. I'm trying to steal fullerene spool from a planet, but It's impossible to know how many marines I am supposed to bring
The raid interface doesn't say much
The dialog has a "ground defense strength" value, which when compared against my "raid strength" look like an equivalent for archiving the objective, but I'm speculating and I don't believe it's explained anywhere

There should be numerical indication to how many marines are expected to fulfill the objective in the current condition instead of somewhat confusing "7 marine figures"



2. Hard requirement for archiving the raid goal and AFAIK 100% chance of success feel as a bad system. As far as I understand, there is some kind of hard limiting requirement for the marine count to archive the raid goal, so expected outcome is always binary.
In other words, it's strange that 100 marines are 100% successful at something, which 99 marines will always fail at.
I think it would be interesting to have success scaled with relation to forces with something like a logarithmic function
« Last Edit: December 27, 2021, 05:52:34 PM by paragonid »
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JUDGE! slowpersun

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Please don't do a numerical indicator of how much is needed, whole point of system is to be a guess of success, not a guarantee.

But bringing more transport ships with ground support is always an option.  Just get that Phantom blueprint and produce like 6-10.  The hard stuff is hard for a reason... also there was a skill to help with this, but that got dropped and not rolled into another skill, as far as I can remember.
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Histidine

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From the "Raiding for Fun and Profit" blogpost:

Quote
My first thought here was to just give a 10% or so chance of success for each marine unit assigned. Makes sense in theory, but it also means that you could get this extremely high value item very early on in the game with only a moderately lucky roll. It also means that you might repeatedly fail to get it in the late game with a few moderately unlucky rolls. This is… workable, probably, but I wasn’t happy with it.
and while the current implementation has issues of its own, on balance I'd prefer to not have output randomness.

The number of marine icons available for a given number of marines (+ other modifiers) can always be computed if the target's defense strength is known.
(It's 1 icon per 10% raid effectiveness in the strength comparison display, RE is myStr/(myStr+theirStr));
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paragonid

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From the "Raiding for Fun and Profit" blogpost:
Quote
My first thought here was to just give a 10% or so chance of success for each marine unit assigned. Makes sense in theory, but it also means that you could get this extremely high value item very early on in the game with only a moderately lucky roll. It also means that you might repeatedly fail to get it in the late game with a few moderately unlucky rolls. This is… workable, probably, but I wasn’t happy with it.

Success function can have logarithmic/exponential decrease for lacking needed persona up to x% percent. I.e. it will still be possible to have success with 10% less personal than expected, but it will only be 80% chance, while lacking 20% personal chance will be 10%, so 0% chance for lacking 21%.

Thanks for the formula. Press F for people guessing and lacking 1 marine.
« Last Edit: December 27, 2021, 08:59:35 PM by paragonid »
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SCC

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I can agree that having some remote way of knowing how many marines you need to perform a raid would be nice. Now you can check it out by going to raiding screen and simply going back, but you still have go to the colony you wish to raid.
As for random chance for success, it's a horrible idea. I would much rather have fixed requirements so I don't have to get lucky to get what I want.

Histidine

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If you can get to a guaranteed success without unreasonable effort, but there's a "feel lucky" option for people who are slightly understrength, that should be fine.
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