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Author Topic: Too easy Psi Attack  (Read 3887 times)

Offline redv

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Too easy Psi Attack
« on: February 20, 2013, 06:38:50 pm »
The problem.
I'm sure, Psi Attack is too easy in OpenXcom.

Formula Psi Attacks in vanilla Xcom:

Quote
Attack Strength (AS) = INT(Psi Strength * Psi Skill / 50)        Attacker stats
Defense Strength (DS) = INT(Psi Strength + (Psi Skill / 5))     Defender stats

Attack Success (A%) = 100/56 * (Constant + AS – DS – Distance)
where:   Constant = 25 for Mind Control;   45 for Panic
https://www.ufopaedia.org/index.php?title=Psionics

In one string, formula for Mind Control:

A% = 100/56 * (25 + INT(APSt * APSk / 50) – INT(DPSt + DPSk / 5) – Distance)

If A% < 0 then attack always fail. If A% > 100 then attack always successful.
For example:
My unit: APSt = 90; APSk = 30.
Victim – Sectoid: DPSt = 40; DPSk = 50.
Distance: 20.
Attack Success: A% = 16,07%

Formula Psi Attacks in OpenXcom:

Code: [Select]
double attackStrength = action->actor->getStats()->psiStrength * action->actor->getStats()->psiSkill / 50;
double defenseStrength = victim->getStats()->psiStrength + 30 + (victim->getStats()->psiSkill / 5);
int d = distance(action->actor->getPosition(), action->target);
attackStrength -= d/2;
attackStrength += RNG::generate(0,55);

else if (action->type == BA_MINDCONTROL)
{
if (attackStrength > defenseStrength)
{
https://github.com/SupSuper/OpenXcom/blob/master/src/Battlescape/TileEngine.cpp#L1780

APSt * APSk / 50 – Distance / 2 + RNG(0,55)   >   DPSt + 30 + DPSk / 5

Or, after transformation:

A% = 100/55 * (25 + APSt * APSk / 50 – (DPSt + DPSk / 5) – Distance / 2)
No difference between "Mind control" and "Panic" attacks!

Example:
My unit: APSt = 90; APSk = 30.
Victim – Sectoid: DPSt = 40; DPSk = 50.
Distance: 20.
Attack Success: A% = 34,55%

OpenXcom easier to play versus vanilla Xcom.

The suggestion.
1. Suggest to use formula such as in original Xcom. Should be a difference between "Mind control" and "Panic" attacks.
2. Suggest to give less experience points for "Panic" attack, and only if attack is successful. This will reduce the possibility of training exploit.

For example:
Code: [Select]
if (action->type == BA_PANIC)
{
if (attackStrength > defenseStrength)
{
[b]action->actor->addPsiExp();[/b]
int moraleLoss = (110-_save->getTile(action->target)->getUnit()->getStats()->bravery);
if (moraleLoss > 0)
_save->getTile(action->target)->getUnit()->moraleChange(-moraleLoss);
return true;
}
else
{
return false;
}
}

3. Can be added to the formula unit Morale.
For example:

A% = 100/56 * (Const - (Morale / 10) + (APSt * APSk / 50) – (DPSt + DPSk / 5) – Distance)
where: Const = 33 for Mind control;    53 for Panic attack.

My unit: APSt = 90; APSk = 30.
Victim – Sectoid: DPSt = 40; DPSk = 50; Morale = 80.
Distance: 20.
Attack Success: A% = 16,07%
« Last Edit: February 20, 2013, 06:43:57 pm by redv »

Volutar

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Re: Too easy Psi Attack
« Reply #1 on: February 20, 2013, 09:02:37 pm »
ufopaedia not always contains correct data.

actual vanilla xcom code is:
Code: [Select]
AttackForce = PsiSkill*PsiStrength/50 - distance/2 +random(0..55);
DefenceForce = TargetPsiStrength+panic?10:0+MC?30:0];
if (TargetPsiSkill>=5) DefenceForce  += Skill/5;

if (AttackForce>DefenceForce)
{
  xcom_psi_exp_count+=2;
  if (panic)
  {
    if (10*Bravery<=Morale) https://bravery0==110
    Morale-=10*Bravery; else Morale=0;
  }
  if (mc)
    MCTargetUnit();
}

In openxcom code there was only 1 mistake - it used +30 for both panic and MC. So actually it is harder to panic than in vanilla xcom.

Offline redv

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Re: Too easy Psi Attack
« Reply #2 on: February 20, 2013, 09:35:44 pm »
May be you right.
I read the code, because i sense, vanilla Xcom was more difficult.