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XPiratez / Re: XPirateZ Squad Analyzer (Help Wanted)
« on: April 19, 2016, 11:15:37 pm »
I've got accuracy calculations working now, but need to clean up the code and need to combine "weapons" which are responsible for accuracy based on the gal's stats plus type of action (snap, auto, aimed, etc.) with the "ammo" for the weapon (may be multiple types) which are responsible for raw potential damage so they can be presented/evaluated together. This is easy for melee which has no ammo, but ranged weapons get complicated.
From using the rough output for my own very early game (April, year one, 28 hands), I see the need for lots of optional filters for the output. The list of potential weapons+ammo gets ridiculous quickly as research/capture reveals more potential weapons and the number of hands increases.
What kinds of "filter" criteria would be useful? Basically, for which gals would you want to see a report on possible/best weapons? Options can be customizable and combined -- I just need to add the capability before the tool is shared for use. For example:
Let me know what you'd want to see and when/how you might use analysis output. I'm finding that I most want to use the analysis for newbies (always), and only periodically for experienced gals depending on how their stats have changed or what research/capture has unlocked.
I'm also seeing potential value in accounting for "available weight" based on the armor equipped. Even if a hammer does more damage, if I can't wield it with my equipped basic armor plus beer and bandages, I don't want to see it.
Finally, for a tool like this, are you able or willing to run a Python script or would you want/need something else? I can compile it to an EXE, but that only works for Windows and might seem suspicious since it's not obvious what it does.
Calculations based on # hits versus an armored targed (given gal accuracy, TU, enemy armor, etc.) to show actual "received" damage (not just what was "delivered" based on weapon, ammo, gal, action) are entirely do-able, but will come later.
From using the rough output for my own very early game (April, year one, 28 hands), I see the need for lots of optional filters for the output. The list of potential weapons+ammo gets ridiculous quickly as research/capture reveals more potential weapons and the number of hands increases.
What kinds of "filter" criteria would be useful? Basically, for which gals would you want to see a report on possible/best weapons? Options can be customizable and combined -- I just need to add the capability before the tool is shared for use. For example:
- only showing non-injured gals
- only showing gals from base X or assigned to craft Y
- only showing gals NOT assigned to a craft
- only showing gals of rank X
- only showing gals with no weapons equipped
- only showing weapons that are "in stock" at a base or on a craft
- only showing weapons with available ammo (or ammo > X)
- only showing weapons that match the "best skill" of the gal (firing, melee, etc.)
- only showing weapons that are equippable within the weight limits after backpack/armor/etc. are considered
- showing all "known" weapons (known by research but must be captured/manufactured)
- optional "hide/show" options for particular weapons or types (and which ones)
- etc.
Let me know what you'd want to see and when/how you might use analysis output. I'm finding that I most want to use the analysis for newbies (always), and only periodically for experienced gals depending on how their stats have changed or what research/capture has unlocked.
I'm also seeing potential value in accounting for "available weight" based on the armor equipped. Even if a hammer does more damage, if I can't wield it with my equipped basic armor plus beer and bandages, I don't want to see it.
Finally, for a tool like this, are you able or willing to run a Python script or would you want/need something else? I can compile it to an EXE, but that only works for Windows and might seem suspicious since it's not obvious what it does.
Calculations based on # hits versus an armored targed (given gal accuracy, TU, enemy armor, etc.) to show actual "received" damage (not just what was "delivered" based on weapon, ammo, gal, action) are entirely do-able, but will come later.