Current Orb Probabilties

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Current Orb Probabilties

Postby Jimmi » Tue Feb 26, 2008 11:19 pm

Keep in mind, r/c/r each have 1/3rd the chance of what is listed, but their combined probability is listed here.

Also, my system was meant to make it easy to tweak any power in relation to all other powers with a single change. So a 99 shows up nearly 10 times more frequent than a 10. if i had a 1, a 2 would be twice as popular. If someone wants to convert this to raw percentages, feel free. My main concern was being able to say, this power of 50 is too strong. let me cut it in half and make it 25. Or, i want this to be twice as popular as this other power, so i will just make its number twice as large. Or, I really want to make this one very rare, so i could make it a 1, and it would show up 1 out of (all the other numbers totaled).

enjoy.


Multiply 99

refurb 75
Destroy 75
Inhibit 75
Invert 75
Kamikaze 75
Acid 75
Orbspy 75
Parasite 75
Pilfer 75
Purify 75
Dredge 75
Spyware 75
Scramble 75
Swap 75
Tripwire 75

Relocate 70
Scavenger 70

Trench 50
Wall 50
Move Diagonal 50
Centerpult 50
Climb 50
2x 50
Grow Quadradius 50
Hotspot 50
Jump Proof 50
Invisible 50
Lower tile 50
Move Again 50
Network Bridge 50
Bunker 50
Power Plant 50
Raise Tile 50
Recursive 50
Orbic Rehash 50
Snake Tunneling 50
Flat to sphere 50

Recruit 45

Bombs 40

Bankrupt 30
Learn 30
Teach 30

Beneficiary 25
Moat 25
Plateau 25
Switcheroo 25

Smart Bombs 15
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Postby Polymorph » Tue Feb 26, 2008 11:36 pm

Wow, that looks different than what other have predicted...
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Postby Visa » Tue Feb 26, 2008 11:38 pm

Multiply 3.73%
refurb 2.83%
Destroy 2.83%
Inhibit 2.83%
Invert 2.83%
Kamikaze 2.83%
Acid 2.83%
Orbspy 2.83%
Parasite 2.83%
Pilfer 2.83%
Purify 2.83%
Dredge 2.83%
Spyware 2.83%
Scramble 2.83%
Swap 2.83%
Tripwire 2.83%
Relocate 2.64%
Scavenger 2.64%
Trench 1.88%
Wall 1.88%
Move Diagonal 1.88%
Centerpult 1.88%
Climb 1.88%
2x 1.88%
Grow Quadradius 1.88%
Hotspot 1.88%
Jump Proof 1.88%
Invisible 1.88%
Lower tile 1.88%
Move Again 1.88%
Network Bridge 1.88%
Bunker 1.88%
Power Plant 1.88%
Raise Tile 1.88%
Recursive 1.88%
Orbic Rehash 1.88%
Snake Tunneling 1.88%
Flat to sphere 1.88%
Recruit 1.70%
Bombs 1.51%
Bankrupt 1.13%
Learn 1.13%
Teach 1.13%
Beneficiary 0.94%
Moat 0.94%
Plateau 0.94%
Switcheroo 0.94%
Smart Bombs 0.57%
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Postby driven2sin » Wed Feb 27, 2008 12:50 am

atleast now when Rob gets his Beni-Teaches and I get my Moats I can feel that it was "even"

lol
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Postby Handi » Wed Feb 27, 2008 1:11 am

My non-official and no-published prevision was:

1 - Smart Bombs
2 - Grow QR
3 - Recruit
4 - Switcheroo
5 - Bankrupt
6 - Teach
7 - Learn

... looks like no one wants moat heh...
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Postby Rhox » Wed Feb 27, 2008 1:46 am

Moat? Wow, wasn't expecting that to be so rare.

Thanks jimmi.
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Postby Visa » Wed Feb 27, 2008 2:07 am

Rhox wrote:Moat? Wow, wasn't expecting that to be so rare.

Thanks jimmi.


i have no problem with moat being rare.
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Postby gizmo5013 » Wed Feb 27, 2008 12:43 pm

I would have thought swap was about the same as recruit.

This is very useful information. Thanks.
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Postby Mammalman » Wed Feb 27, 2008 6:07 pm

wow i'm shocked...why is plateau/moat rarer than wall/trench?
i'm glad to see that it's not just a straight forward 'better=rarer' distribution though
strategizing from a bunker
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Postby Jimmi » Wed Feb 27, 2008 6:57 pm

Mammalman wrote:why is plateau/moat rarer than wall/trench?

It's not. there are two walls and trenches each.
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Postby Moose » Tue Mar 25, 2008 1:50 pm

Is it too challenging to make Teach Row more rare than Radial or Column? It is 50% of the the fastest possible win.
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Postby psychocide » Tue Mar 25, 2008 2:11 pm

Changing the rarity of any power is a trivial programming task, including the relative rarity of row vs. column. vs radial. It's pretty much just a design decision.

Why just Teach? Some powers are more useful as a row, column or radial, but should their spawn chance be counter-weighted to make the most useful variety more rare? Or are you suggesting a special-case for Teach Row?

Make your case for breaking the symmetry!
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Postby Moose » Tue Mar 25, 2008 2:16 pm

I thought I made my case. Special JUST for Teach Row. You could even assign 'threat levels' to powers and use them to gauge power strength. ie a single lower tile gives about a 0.00001% overall chance of destroying someone at the moment in a balanced average game. Whereas Smart Bombs has a 33% chance of radically putting the game in your favor. Those are just straw-moose examples...but it puts Teach Row in perspective. It is huge compared to Teach Radial / Column. I believe.
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Postby Rydash » Tue Mar 25, 2008 2:25 pm

Okiedokey, then, Moose...what if you're playing a Side to Side game? Then should Teach Column have the suggested probability of Teach Row in a regular match? Furthermore, should then the Teach Row value be reset? While I know and you know the answers to these questions, the programming associated with this seems a bit...much.
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Postby OncoByte » Tue Mar 25, 2008 2:27 pm

Get rid of the side-to-side games and problem solved. Plus, you open up room for other pre-game option selections.
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