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authorjacopograndi <jacopo.grandi@outlook.it>2022-01-18 18:59:46 +0100
committerjacopograndi <jacopo.grandi@outlook.it>2022-01-18 18:59:46 +0100
commitea7b845bdee6d22a8644b9085455e5489a2d0be9 (patch)
treec30a75e405414f3bae7a090afe2af5854838136e /docs
parent0eb22020e380643ec5cd2c12f983403c2dd3b751 (diff)
balance
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# balance
-### turret stats
-How strong is a turret compared to another? Are there trivial winning strategies?
+### turret effectiveness
+How strong is a turret compared to another? Are there trivial winning strategies? Are some turrets unuseful?
+
+Turret types:
+- apply damage
+- make the path longer
+- resource production
+
+I can compare how effective a turret is w.r.t. the others in its type.
+
+1. damage turret
+Effectiveness: damage per second
+
+2. path turret
+Effectiveness: elongation constant (adimensional)
+
+3. resource turret
+Effectiveness: return on investment (adimensional)
### random wave generation:
A wave is generated based on a lives budget, which is a function of the wave number. Tuning that function changes the difficulty of the game.
The current function is `hp_budget = pow((x + 10), 2.7) * 1.8 - 850`
+
+### total damage output (D)
+I need an estimate of how much damage a turret configuration is capable of dealing against enemies in a path of lenght L to derive the function of the wave number.
+
+```
+D = sum{d:damage turrets}( dps of d ) / enemy_speed
+ * (1 + sum{p:path turrets}(
+ elongation constant of p * (p.range*2 / L) )
+ * path_constant)
+
+enemy_speed = 1
+```
+
+The `path_constant` is how valuable it is to elongate the path in damage per meter.