krulle wrote:Pointwise, it is not that unbalanced..... Once the Chmmr win by 10 points (-crew cost), once the Shofixti win by 20 points (+crew cost if the last Avatar survived the Divine Wind).
Which, in a series of only 2, averages to a slight cost advantage for the Shofixti.
And apparently, the home team made the win... However weird that is in a game where such things should not have an influence.
I even switches sides when conducting the simulations, replacing the Scouts with Avatars and vice versa, just for consistency’s sake.
(From Re: The Shofixti Scout)
krulle wrote:Maybe I should get into the code, and make it play loop-like, so that one could make a record of statistical averages...... But then, I am even too lazy to do a single run like you do.
So, thank You!
You’re welcome!
In my Avatar vs. Scout simulations, there were 3 basic scenarios that would play out:
1 – Scout would arrive from far-range. Avatar would activate its tractor beam, pulling the scout towards it at great speed. Scout would trigger glory device upon reaching optimal close-range.
2 – Scout would approach from medium-range to short-range, fire a few shots, all of which would get blocked, and then retreat. The sequence would repeat until the scout entered the blast radius, and then they’d trigger the glory device, but sometimes not in optimal range.
3 – Scout would perform scenario 2, but during its retreat it would enter range of the terawatt cannon, and then would get destroyed by its laser before they could trigger the glory device.
Scenario 1 was a win for the Shofixti, and this could happen several times in a row, which would go through scouts rather quickly, but with severe attrition to the avatar. Scenario 2 happened most often, and still favored the Shofixti most of the time. Scenario 3 was rare, around 10-15% chance of occurring, and was the best means the Chmmr had at gaining a points advantage, instead of depending on the Shofixti to use their bombs incorrectly. Therefore, I can conclude that the Shofixti would gain the upper-hand in the long run, since they can break even at 6 scouts per avatar but had the potential of destroying one at 5 or 4 or even as few as 3 scouts in an ideal circumstance.
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