Lanchester’s Laws in Space. Overview Introduce Lanchester’s Laws Show a game demo Go through the math How to apply to game design.

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Presentation transcript:

Lanchester’s Laws in Space

Overview Introduce Lanchester’s Laws Show a game demo Go through the math How to apply to game design

Lanchester’s Laws Devised by Frederick Lanchester in WW I Describe the relative strengths of two fighting armies in a war of attrition. What’s better: more troops or bigger guns?

“…a man with a firepower of 2X is not worth twice the value of a man with firepower X, but rather as much, after taking into account one hit on either kills just as dead.”

See Also The Designer's Notebook: Kicking Butt by the Numbers: Lanchester's Laws – Ernest Adams

Game Demo

Lightspeed Brigade Lots of different tradeoffs between firepower, hitpoints and # of units. Need to balance units, but also create R/P/S relationship. Leave room for future content expansion.

Lanchester’s Laws Model relationship between numerical advantage (N) and firepower advantage (F)

Example: Fighters vs. Ninjas Suppose: Everyone has 10 hitpoints Ninjas do 1 hitpoint per round. Fighters do 10 hitpoints per round. How many Ninjas can a Fighter defeat?

Case 1: Thunderdome

Case 2: Gun Fight

Case 1: Thunderdome Ninja HP Fighter HP Start10 Round Round Round Round Round Round Round Round Round 9101 Round 1000

Case 1: Thunderdome Equilibrium: (Lanchester’s Linear Law)

The Math: NinjasFighters Damage (kills/round)

The Math: NinjasFighters Damage (kills/round)

The Math: NinjasFighters Damage (kills/round)

The Math: NinjasFighters Damage (kills/round) Army Size

The Math: NinjasFighters Damage (kills/round) Army Size

The Math: NinjasFighters Damage (kills/round) Army Size

The Math: NinjasFighters Damage (kills/round) Army Size Casualties Per Round

The Math: NinjasFighters Damage (kills/round) Army Size Casualties Per Round

The Math: NinjasFighters Damage (kills/round) Army Size Casualties Per Round % Army Lost per Round

The Math: NinjasFighters Damage (kills/round) Army Size Casualties Per Round % Army Lost per Round

The Math: =

It could be multiple Thunderdomes 1-on-1 fighting is the important property

Case 2: Gun Fight Combatants gang up for maximum attrition. No Overkill No “Underkill”

4 Ninjas vs. 1 Fighter Ninja HP 1234Fighter HP Start10 Round Round Round 3101 Round 400

32 Ninjas vs. 10 Fighter NinjasFighters Start3210 Round Round Round Round Round Round Round 701.1

One More Ninja NinjasFighters Start3210 Round Round Round Round Round Round Round NinjasFighters Start3310 Round Round Round Round Round Round Round 740

Case 2: Gun Fight Equilibrium: (Lanchester’s Square Law)

The Math: NinjasFighters Weapon Damage (kills/sec) Army Size

The Math: NinjasFighters Weapon Damage (kills/sec) Army Size Total Kills Per Second

The Math: NinjasFighters Weapon Damage (kills/sec) Army Size Total Kills Per Second % Army Lost per Second

The Math: % Army Lost per Second =

The Math:

Lanchester’s Laws Thunderdome Gun Fight

Point Value of a Unit How many Ninjas is a unit worth? Solve for N.

Point Value of a Unit Thunderdome Gun Fight

Variable Hitpoints

Thunderdome Gun Fight – 2 guys can beat 2x firepower OR 2x health – But not both. Works for heterogeneous armies.

Two extremes Thunderdome Gun Fight In General

k represents inefficiency Sources of inefficiency: Limited range and/or movement Limited space Overkill Underkill Wikipedia: Modern calculations use k =⅔

Possibly two different k values Point Value

Factors that Don’t Affect Efficiency Multipliers on F – fire rate – to-hit chance Multipliers on H – dodge chance – damage reduction

Factors that Don’t Fit the Model Healing/Regeneration Per-hit damage thresholds Etc.

Back to Lightspeed Brigade Different ship sizes and ship costs Rock/Paper/Scissors relationship

Ship Values ShipCostFire RateDamage Hit Points Fighter Cruiser23535 Dreadnought

Point Values (k =.5) ShipCostFire RateDamage Hit Points Point ValuePV/Cost Fighter Cruiser Dreadnought

Point Values (k = 2/3) ShipCostFire RateDamage Hit Points Point ValuePV/Cost Fighter Cruiser Dreadnought

Creating Rock/Paper/Scissors Create match-ups that are inefficient for each side.

Overkill ShipCostFire RateDamage Hit Points Fighter Cruiser23535 Dreadnought

Range ShipCostFire RateDamage Hit PointsRange Fighter Cruiser Dreadnought

AI changes were needed Dreadnoughts: Don’t bother shooting at fighters. Cruisers: Change targets quickly. Only steer at one target.

Explicit R/P/S Mechanics Avoided One less rule to learn Leave room for future expansion

If it’s R/P/S, why do Point Values matter? You could end up with a “lopsided” R/P/S: – Rock beats Scissors handily – But Paper beats Rock just barely.

To Sum Up “Thunderdome” and “Gun Fight” have perfect solutions. Your game lies between them. Lanchester’s laws can give you a head start on point values. Still no substitute for playtest. Spreadsheets are awesome.

Questions?