Thursday, May 12, 2022

Titanomachina on Tabletop Simulator: Rationalizing Point Values

Part of updating cards, particularly implementing changes that affect the values on the cards, means that I need to go back and update the Human Resource and Victory Point values. Which is a good thing, and following on Great Wickedness' example I've put those in the rule book. I need to update with new diagrams for attacking buildings anyways, and it's always useful to wrap all those changes up in an update, which I try to do on a monthly basis. In particular it's interesting to re-visit the valuation rubric itself, to see if it's spitting out intuitively correct answers, and in particular to engage in a little bit of comparison. Part of what I enjoy about developing Titanomachina is how, having played it for years now, that I feel like I understand it better now than when I initially designed it. 

Certain systems simply feel better than other systems, and have more oomph, and I believe that they're the systems that have more than a 100% effect/charge (where charge is read as the cost of activating a card including itself, so Charge 2 is 3). Stuff with less than 100% efficiency is going to feel underwhelming, like arms. Interestingly though I've noticed that while you can really feel the lack of arms in the Styxx configurations without arms, you'll feel it more if you don't maximize the use of them when you have them. Certain other systems, while not actually doing anything themselves, really have an impact on the game: sponsons, turrets, and capacitors. And it's these latter systems that I have difficulty representing in the scoring/costing rubric. 

Currently the cost/scoring rubric is (Effect/Charge)+1 per trait or combined/extra action+0.25 for each tile of range after the first. That sticks the Capacitor at HR~0.33 because it's Effect 1, Charge 2, (1/3) and nothing else. Likewise the turret comes out at HR 3 which is perhaps excessive when Digitigrade Legs are currently HR 3 each, although those should come to 5 because 3/3+1 for push and +1 for block. Jump jets and thrusters would go down because they do one thing for the cost of doing so. Mobility has a big effect on the game though, so even jumping two tiles can feel significant where the game is often a matter of a few degrees. Sponsons and turrets really kick up the significance of a Titan's actions. 

I think the scoring rubric should be the (Effect + Traits or Additional Actions + Range bonus) / Charge as that's the benefit divided by the cost. I think it's worth rounding up or down depending on breaks like whether a system is unusable after only light damage (Rocket Pod, Hand), The gun battery is treated as having a charge of 1 because it's a weird outlier for both doing a whole lot (attack, block, push, at range 3) and not a whole lot. Basically this gives a premium to those systems with less charge. Weapons with longer range also get a premium, because being able to reach across the board is very valuable when your opponent doesn't obligingly move in close, or moves in close and detects habitats across the board. Which is why sensors have a trait cost of 4 despite being only having a dual-action, as the value of those actions is disproportionate to their apparent costing; detecting habitats is a much easier way of scoring than inflicting damage where Effect is concerned. 





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