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Rock Paper Scissors Theory Options
FlyingArrow
Posted: Thursday, July 31, 2014 7:55:25 PM
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Quote:
TheHutts> trying to steer people away from extreme squad types is a good idea, if it can be done
TheHutts> then it's not so much like rock, scissors, paper


That's a quote from TheHutts in the SHNN chat. I think the topic deserves its own thread.

The theory of accomplishing that is not that difficult. Designing pieces to make it happen might be, though. Think of 7 different 'types' of squads:

Extreme Rock, Paper, Scissors
Moderate Rock, Paper, Scissors
Pure balance

In an ideal world, none of these squads have an auto-win or auto-loss against any other. Instead, given equally skilled players, you'd have a grid something like this, where the left squad beats the top squad the given percent of the time. For example, Extreme Rock beats Moderate Scissors 65% of the time:

IDEAL BALANCE
Code:

Beats >        ER EP ES MR MP MS BL
Ext Rock       50 25 75 50 35 65 50
Ext Paper      75 50 25 65 50 35 50
Ext Scissors   25 75 50 35 65 50 50
Mod Rock       50 35 65 50 45 55 50
Mod Paper      65 50 35 55 50 45 50
Mod Scissors   35 65 50 45 55 50 50
Balance        50 50 50 50 50 50 50 


If you bring a balanced squad, you have an equal chance against anything. Even if you're risky, you could have a strong advantage or disadvantage, but you still have at least a 25% chance of a win. Such balance is probably too much to hope for, though. This is probably more like what we have now:

WHAT WE CURRENTLY HAVE
Code:

Beats >        ER EP ES MR MP MS BL
Ext Rock       50 10 90 50 35 80 65
Ext Paper      90 50 10 80 50 35 65
Ext Scissors   10 90 50 35 80 50 65
Mod Rock       50 20 65 50 40 60 55
Mod Paper      65 50 20 60 50 40 55
Mod Scissors   20 65 50 40 60 50 55
Balance        35 35 35 45 45 45 50 


Extreme Rock/Paper/Scissors have near auto-losses amongst themselves, but overall they each have an advantage over the moderate and balanced squads. If this is not what we want (and sentiment seems to be that it isn't), then we should probably try to overshoot the balanced matrix (the first one) and actually strive for "imbalance" in the meta where balanced squads have the advantage. Something like this:

WHAT TO SHOOT FOR TO REDUCE LIKELIHOOD OF SEEING EXTREME SQUADS
Code:

Beats >        ER EP ES MR MP MS BL
Ext Rock       50 10 90 50 25 60 35
Ext Paper      90 50 10 60 50 25 35
Ext Scissors   10 90 50 25 60 50 35
Mod Rock       50 40 75 50 40 60 55
Mod Paper      75 50 40 60 50 40 55
Mod Scissors   40 75 50 40 60 50 55
Balance        65 65 65 45 45 45 50 


In this third matrix, the Extreme squads still have auto-losses amongst themselves, but versus the moderate squads, their advanatages are less and the disadvantages are greater. And a truly balanced squad has a strong advantage over them. The moderate squads have the advantage over a truly balanced squad because otherwise a truly balanced squad is the clearly optimal choice - which means every squad needs every type of damage/defense and in balanced amounts. That severely restricts squadbuilding - kind of the way door control is already a must-include in a squad. True balance is still a good choice because it has the least-bad worst matchup (if that made sense). But it has the slightest disadvantage against all the moderate squads.

So how do we get there? One way is pieces (that aren't costed too high) that are just a pain to take down if you don't have the right type of counter. Another is to have pieces that take down one squad type easily but do nothing against the other two.

Facing Extreme paper? A piece that is nearly impervious (+10 defense?) against lower-cost enemies.
Facing Extreme rock? A piece that chooses one enemy and ignores attacks from that enemy.
Facing Extreme scissors? A piece that lets the enemy only damage one character per turn.

Obviously, there's a lot of testing/designing that would need to be done to get those things to work, and those are just examples (and probably unworkable ones at that), but it illustrates the idea.
atmsalad
Posted: Thursday, July 31, 2014 9:25:43 PM
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Solid post! It can be done, but won't be easy...
TimmerB123
Posted: Friday, August 1, 2014 7:35:42 AM
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FlyingArrow wrote:

The theory of accomplishing that is not that difficult. Designing pieces to make it happen might be, though.


Designing pieces to make exactly this happen is virtually impossible at this point. That is what we strive for, we continually try and push it in that direction, but there are too many variables to make it an exact science.

TJ - I like your post, it is well thought out. It's just that when it comes down to the actual design, it's not that simple.


There are elements of this theory that many of us do use when designing, but to actually push it to these numbers is impossible. I don't know how you'd even accurately measure it in real life.

These numbers should only apply to players of equal skill. Player A and player B have equal skill, then extreme paper should beat extreme rock x% of the time. And really, the variance comes down to dice at that point. If extreme rock wins at that point it's extreme dice luck, right?

So how do you factor in variance in skill level of players? I know I have won games that I shouldn't have on paper, because I outplayed someone. I know the flipside has been true too. I've made bone-headed moves and lost to someone I shouldn't have.

Some of these factors are intangible. And other in game factors hard to categorize.


TJ - make no mistake - I am not putting your work or theory down. I actually like it. Putting it into practice successfully is the hard part.

I think perhaps it is something that designers can have in the back of their mind as they are designing.
FlyingArrow
Posted: Friday, August 1, 2014 7:52:09 AM
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Yes, the numbers only apply to equally skilled players, and in practice they are all but impossible to measure at this point. If we had a large enough player base and could collect data on tens or hundreds of thousands of games you could perhaps work with the assumption that player skill and dice-luck averaged out over all the games. But with the size of our current community, it's just theory.

You quoted one of the most important sentence of the post: "Designing pieces to make it happen might be (difficult), though." Difficult, but if we understand the theory it gives an indication of the direction to move - if in fact extreme squads are to be avoided as TheHutts indicated. Otherwise, it may just end up with Extreme Scissors being the next season's NPE.
TimmerB123
Posted: Friday, August 1, 2014 9:00:32 AM
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Yes - in a way extreme scissors has been an NPE for awhile, (My squad NPE Extreme is named for that fact). It almost won it all last year, and was taken down by being outplayed by an a-typical rock squad. To me it did prove that Extreme scissors needed to be taken down a notch. And that was before Vehicles of War.

Once again - when you really boil down what an NPE is, it's frequently a squad that makes you feel like your squad (or the types of squads you like to run) has no chance. Daala has never bothered me that much since I like to run scissor squads (and I'm pretty decent at it). But no doubt if I was a big rock squad player I'd be much more up in arms about her.

It will be interesting to see what the future holds. Very minor spoiler - there have been some changes on pieces in vset 9 in the past few weeks that make some very interesting options that can help rock compete with paper. Look forward to seeing how that plays out
atmsalad
Posted: Friday, August 1, 2014 9:31:35 AM
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TimmerB123 wrote:
Yes - in a way extreme scissors has been an NPE for awhile, (My squad NPE Extreme is named for that fact). It almost won it all last year, and was taken down by being outplayed by an a-typical rock squad. To me it did prove that Extreme scissors needed to be taken down a notch. And that was before Vehicles of War.

Once again - when you really boil down what an NPE is, it's frequently a squad that makes you feel like your squad (or the types of squads you like to run) has no chance. Daala has never bothered me that much since I like to run scissor squads (and I'm pretty decent at it). But no doubt if I was a big rock squad player I'd be much more up in arms about her.

It will be interesting to see what the future holds. Very minor spoiler - there have been some changes on pieces in vset 9 in the past few weeks that make some very interesting options that can help rock compete with paper. Look forward to seeing how that plays out



Instead of making counters to extreme paper, isn't one solution to not make extreme versions of squads possible? With daala that's simple, limit prideful or the CE instead of being all inclusive. With naboo, the trooper didn't need to be created. Naboo pilots was strong enough (IMO).

Obviously with extreme rock that can be harder, but their are plenty of squads that still stand a chance purely because of the melee to shooting factor. Coincidently I think that is why this game isn't purely a rock paper Scizzors format. Because Scizzors can still beat rock if it's in the form of triple or double attack. (The Neo Crusaders worry me, btw)

What do you think?
TimmerB123
Posted: Friday, August 1, 2014 9:41:44 AM
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atmsalad wrote:
TimmerB123 wrote:
Yes - in a way extreme scissors has been an NPE for awhile, (My squad NPE Extreme is named for that fact). It almost won it all last year, and was taken down by being outplayed by an a-typical rock squad. To me it did prove that Extreme scissors needed to be taken down a notch. And that was before Vehicles of War.

Once again - when you really boil down what an NPE is, it's frequently a squad that makes you feel like your squad (or the types of squads you like to run) has no chance. Daala has never bothered me that much since I like to run scissor squads (and I'm pretty decent at it). But no doubt if I was a big rock squad player I'd be much more up in arms about her.

It will be interesting to see what the future holds. Very minor spoiler - there have been some changes on pieces in vset 9 in the past few weeks that make some very interesting options that can help rock compete with paper. Look forward to seeing how that plays out



Instead of making counters to extreme paper, isn't one solution to not make extreme versions of squads possible? With daala that's simple, limit prideful or the CE instead of being all inclusive. With naboo, the trooper didn't need to be created. Naboo pilots was strong enough (IMO).

Obviously with extreme rock that can be harder, but their are plenty of squads that still stand a chance purely because of the melee to shooting factor. Coincidently I think that is why this game isn't purely a rock paper Scizzors format. Because Scizzors can still beat rock if it's in the form of triple or double attack. (The Neo Crusaders worry me, btw)

What do you think?


Not making something broken in the first place is clearly the best way to go, but that should be obvious. Also easier said than done. Most mechanics already existed. In NPE extreme, the only thing I had in that squad outside of vset 1 and earlier was 1 Klat Assassin, and frankly it didn't do much. Lancer, Sidious and Lobot were key to my squad, and they have been around a long long time. (BTW, imo Panaka of Theed is the issue for Naboo, Take him out and they are fine.)

And really Rock Paper Scissors is a grand oversimplification, but it does serve a purpose.
FlyingArrow
Posted: Friday, August 1, 2014 9:42:15 AM
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You can't prevent Extreme Paper. 40 Stormtroopers... Done. You can limit their strength, of course (and I guess that's the idea) but you can always go out and create an Extreme Paper squad.


I agree that the Neo Crusader Officer will likely cause the biggest splash in the meta this season. You might be able to tell from the Mando squads I posted recently. But they didn't get much traffic, so maybe you didn't see them:

http://www.bloomilk.com/Squad/142427/tactical-vindicannon
http://www.bloomilk.com/Squad/142410/tactical-neo-cannon
Mando
Posted: Friday, August 1, 2014 9:43:16 AM
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atmsalad wrote:


Instead of making counters to extreme paper, isn't one solution to not make extreme versions of squads possible? With daala that's simple, limit prideful or the CE instead of being all inclusive. With naboo, the trooper didn't need to be created. Naboo pilots was strong enough (IMO).

Obviously with extreme rock that can be harder, but their are plenty of squads that still stand a chance purely because of the melee to shooting factor. Coincidently I think that is why this game isn't purely a rock paper Scizzors format. Because Scizzors can still beat rock if it's in the form of triple or double attack. (The Neo Crusaders worry me, btw)

What do you think?


Good point. I think we need to design figures that don't enhance extreme paper or scissors squads. Rock squads are a favorite of mine, but they are in no way unbeatable. There are just to many coutners to them that have been in the game since the game was first created. It doesn't matter what your defense is when a special ability can do dmg on a save of 11. Or auto-damage can just kill stuff without saves (force lightning, flamethrower, etc). Rock squads face an uphill battle at the moment, with new Force powers such as Brutal Strike seeing play a lot more.

I wouldn't worry to much about the Neo Crusaders tho. +10 attack won't hit your high point pieces quite so easily. Geonosian drones, Tantive 4's, and Daala's troopers on the other hand die in waves. Mouse droid swarms will still be annoying to deal with. WotC messed up big time giving a 3pt piece 20 defense.
FlyingArrow
Posted: Friday, August 1, 2014 9:49:14 AM
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Mando wrote:
I wouldn't worry to much about the Neo Crusaders tho. +10 attack won't hit your high point pieces quite so easily.


+15 or +16 for 8 or 12 shots in a phase will hit a pretty high defense for a lot of damage, though. (Granted, I haven't actually put it on the board yet.)

atmsalad
Posted: Friday, August 1, 2014 10:09:26 AM
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TimmerB123 wrote:
Not making something broken in the first place is clearly the best way to go, but that should be obvious. Also easier said than done. Most mechanics already existed. In NPE extreme, the only thing I had in that squad outside of vset 1 and earlier was 1 Klat Assassin, and frankly it didn't do much. Lancer, Sidious and Lobot were key to my squad, and they have been around a long long time. (BTW, imo Panaka of Theed is the issue for Naboo, Take him out and they are fine.)

And really Rock Paper Scissors is a grand oversimplification, but it does serve a purpose.


That is a good point about NPE Extreme, but you guys did a good job at putting some solid reinforcement nerfs to strafe and gallop so the rest of the mix would stand more of a chance. Strafe and gallop to me aren't NPE's to me any more, but them again I have never played against double lancers or NPE Extreme.

Do you think steps should be taken to take away the power of the dominant swarm squads then? IE Daala and Naboo?
FlyingArrow
Posted: Friday, August 1, 2014 10:12:02 AM
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LINs/Buzz Droids seem to have done the job of scaring away the Lancers from being played, but how effective have they been on the board? Just curious - I haven't ever seen (or even heard) of the Lancer facing off against them.
thereisnotry
Posted: Friday, August 1, 2014 10:19:08 AM
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I played a jedi rock squad at the PA Regional (Cin, Quin, Aayla), and faced Jason's Double-Lancers in the first round. I brought a LIN as a reinforcement, which gave him fits for a while...that is, until I did a boneheaded move that let Jason's Assassin Droid shoot both the LIN and Lobot in the same phase. Even still, the LIN helped me quite a bit, since it severely limited Jason's strafing options. He never took the risk of flying over it, and Aayla (with Twin and Djem So) was on the other flank to protect against strafes. I "won" that game by 1 point (on tiebreakers).
TimmerB123
Posted: Friday, August 1, 2014 10:30:22 AM
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FlyingArrow wrote:
LINs/Buzz Droids seem to have done the job of scaring away the Lancers from being played, but how effective have they been on the board? Just curious - I haven't ever seen (or even heard) of the Lancer facing off against them.


I think that's just it - they scared a lot of players away from Lancers. I was just tired of playing it anyway.

I lost to Durge and a Lancer in IN to Mike G in Swiss. I had 3 Klats, and brought a LIN and a Buzz droid, and lost a very very close match. The fact that Trevor had a very very close match with Jason in PA as well says to me that we were successful. We didn't want to create auto-losses for scissor squads, we wanted to make tools that could help other squads compete against them. Close matches in these cases is what we were looking for.
Mando
Posted: Friday, August 1, 2014 11:26:50 AM
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FlyingArrow wrote:
LINs/Buzz Droids seem to have done the job of scaring away the Lancers from being played, but how effective have they been on the board? Just curious - I haven't ever seen (or even heard) of the Lancer facing off against them.


I haven't tried the LIN's or Buzz droids, but I played a Vong squad with 4 Tsa'su against a Durge on Lancer and regular Lancer with poggle bombs squad and effectively scared both of them away from touching my main squad. The problem was i couldn't kill the darn poggle bombs effectively without killing my own stuff. That and he was blowing them up left and right with the Muun Broker.
donnyrides
Posted: Friday, August 1, 2014 12:32:14 PM
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I am a bit out on lingo here.

Is rock, paper, scissor a general term to mean that "this" type of squad beats "that" type of squad
OR
is it more defined like for example maybe swarms are known as paper and heavy melee is known as rock and strafe/yobuck are known as scissors.

Please help me understand so I can get more out of these conversations.

Thanks
Echo24
Posted: Friday, August 1, 2014 12:35:47 PM
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donnyrides wrote:
I am a bit out on lingo here.

Is rock, paper, scissor a general term to mean that "this" type of squad beats "that" type of squad
OR
is it more defined like for example maybe swarms are known as paper and heavy melee is known as rock and strafe/yobuck are known as scissors.

Please help me understand so I can get more out of these conversations.

Thanks


For the purposes of this thread I believe that "paper" refers to swarms, "scissors" refers to mass-kill squads/pieces like Lancers, Yobuck, and Anakin Solo, and "rock" refers to individual big beatsticks, usually with a lot of health, but not a lot of pieces in the squad.

Paper beats Rock because Rock can't keep up with all the attacks, and usually will get whittled down because it can't kill the swarm quickly enough. Scissors beats Paper because it can kill a whole lot of pieces at once, decimating the swarm. Rock beats Scissors because the mass kill abilities don't work too well against beatsticks, so your squad is less efficiently built because you've spent points on stuff you aren't using.

It's not very well defined, because there is a lot of in-between, but that's the general concept.
FlyingArrow
Posted: Friday, August 1, 2014 12:48:26 PM
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@donnyrides - yes, you had it right.

More about rock-paper-scissors:
http://www.bloomilk.com/forums/default.aspx?g=posts&t=14234
atmsalad
Posted: Friday, August 1, 2014 4:37:45 PM
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This is how I think the game works. Major Scizzors squads have hate that most squads can bring in through Lobot or are built in naturally. Major Rock squads are at a naturally disadvantage in this game due to the fact that most have lower activations than average, they don't have as many ranged weapons and in most cases can't take out multiple pieces consistently in 1 turn.(they do have a some great movement breakers than can be helpful.

Major Swarms are the oddball of the group. To compete with the major swarms you almost have to build a hate squad right now. Either yobuck, Durge, lancer or Bastilla.(Bastilla is not always the best choice...) You also have to be able to out activate them in some cases.(such as Durge on Speeder and maybe Luke and Leia) When they lose they do lose hard though. The problem I see with them is you either build for them or you don't. If you don't build for it you normally won't have a chance.

I don't have a problem with partial paper squads. About every squad I build has a minor paper aspect. My issue is with major paper squads. To get a full win is very difficult if you don't have a hard counter. Swarms in general are more than an NPE in my opinion, they are not good for the game.
donnyrides
Posted: Monday, August 4, 2014 5:13:20 AM
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Awesome, Thanks for catching me up. One more term I could use some help with is "NPE". I don't know what is stands for, but reading how it is used in the context makes me think it means something like OP or just generally broken or unfair.

This R/P/S theory seems to impact most collectible card/miniature games. I was a huge magic the gathering fan for a long time but fell out of it as my group dwindled. Anyway, the point I was going to make is that we would have games that would be over before they even started.

MTG fans, tell me if this sounds familiar:
P1.) "I have heavy burn, what do you have?"
P2.) "Oh, you win. I have a spore/weenie deck. Good game"
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