RE: DS2: Design questions of my own.
From: "B Lin" <lin@r...>
Date: Thu, 17 Jan 2002 15:27:47 -0700
Subject: RE: DS2: Design questions of my own.
The difference here is the usage of %.
The point I was making was the % chance of kill was increased by 25,
thus 25% increase.
You are using % as a factorial increase - 50% increase over the 50%
baseline.
Since there is an absolute limit to % kill, it makes more sense to use
100% kill as the baseline and count absolute, not relational increases -
so a 25% increase means 25 more percent chance to kill compared to a
100% chance to kill rather than using a fractional description.
If a weapon system was listed as being 500% better than another for only
an increase of 50% mass it would sound good.
Or would it be easier to rate if you stated that it increased the kill
percentage by 16% for a cost of 2 mass?
Does it still sound as good if you find out it has an overall 20% chance
of kill for 6 mass?
Your usage depends on what number you are using for a baseline. As your
baseline increases in value, the apparent value of the increases goes
down (i.e. 10 points compared to 10 points is 100%, but compared to 50
is only 20%) When rolling % dice, what is important is that it is a 10
point or 10% difference, not that it is 10% depending on the baseline.
I don't disagree that MDC/5 is a better buy, just in how much of a
better buy.
The use of mass % is faulty for the same reason, as you get to larger
and larger masses, the amount a single unit counts towards the
percentage change decreases.
You can accurately compare Kill% to mass if you assume each item you are
comparing starts with the same mass.
Your calculation below is a correct way to compare systems - a %kill
rate to a single mass unit. In the case below you fixed the kill rate
to 75%.
--Binhan
> -----Original Message-----
> From: Brian Bilderback [mailto:bbilderback@hotmail.com]
> Sent: Thursday, January 17, 2002 3:01 PM
> To: gzg-l@csua.berkeley.edu
> Subject: RE: DS2: Design questions of my own.
>
>
> B Lin Wrote:
>
> >Actually the better number is 25%
> >
> >Chance of absolute kill is increased from 50% to 75%, an
> increase of 25%.
>
> Actually, the % increase is based on the number it's
> increased from that's
> the way you calculate increases. 75% is 25 greater than 50%.
> 25 is 50% of
> 50, so the increase is 50%.
>
> >Saying that it is an increase of 50% in chance to kill is a little
> >misleading.
>
> I never realized that accepted standard methods of
> calculating increases was
> misleading....
>
> >An obvious example would be an increased kill probability
> from 1% to 5%,
> >the increase is 500% by your accounting, but in game terms,
> the increase is
> >only 4%.
>
> Not just by my accounting, 4 IS a 400% increase over 1 -
> whether we're
> talking about 1$, 1%, 1 egg, 1 Narn....
>
> >Conversely a weapons system that already has a 75% kill rate
> compared to
> >one that has 100% kill rate - according to your usage, the
> 100% weapon
> >would ONLY have an increase of 33%.
>
> Which is the correct usage. Especially since we're comparing
> killability to
> capacity. If the capacity of an MDC 5 is 25% greater than an
> MDC 4 (15 is
> 25% more than 12, 10 is 25% more than 8), we have to use the
> same formula on
> the kill % increase.
>
> Let's do it this way: (I may not be up in the technical ken
> of the rest of
> the group, but I do remember my basic algebra) Let's go with
> the 50% and
> 75% kill chances, and the 12 capacity for a turreted MDC 4. How many
> capacity would the MDC 5 be if it's Capacity-to-kill ratio
> was the SAME as
> the MDC 4? Lets see....
>
> 50/75=12/x
>
> 50x=12(75)
>
> 50x=900
>
> x=18
>
> So an MDC 5, to cost as much in capacity in relationship to
> it's kill ratio
> as the MDC 4, would need to take up 18 capacity. But it
> takes up only 15.
>
> I'd call that a bargain - the best I ever had.
>
> Brian B2
>
>
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