05 October 2008

Financial Advice for Facebook Games

I got into Facebook recently, and started playing some of the games available there. I noticed that many games share a similar theme in how they operate, and many are simple variants on a basic game engine. One feature common to many is that you can invest your money into land or buildings which then return a regular income. What caught my interest here is that the best investment is not always obvious. I found several examples of where people had posted information about the ratio of income-to-cost (income-gained/cost), and suggested that the highest ratio will be the best investment. For example: if playing Dragon Wars a Meadow (the cheapest unit of land) initially costs $5000 and increases your income by $100 per hour. The income-to-cost ratio is then $100/$5000 = 0.002. The higher the ratio be better, but the cost goes up depending on the number of lots you already own (an additional 20% of the base cost for all the Meadows you already own). There is a “discount” if you purchase in lots of 5 or 10; This means you can save a lot of money in the long run - spending more efficiently - if you always buy in lots of 10.

Lesson One: Invest your money now, and it will eventually pay itself off. You cannot lose.

While the highest ratio might be the best available investment, it does not consider the time needed to save up money for a big purchase. Obviously investing in any sort of purchase will eventually pay for itself, but I think a more relevant metric is the time needed for the investment to pay for itself. If we flip this ratio over (Cost/income-gained) we get a measure of time. In the same Dragon Wars example above this ratio is $5000/$100 = 50, which I will refer to as Time To Payoff (T2PO). So after 50 hours the new income from the purchase repays the cost of the investment.

I would suggest that this T2PO ratio is a more intuitive way to judge how good a particular investment is - The shorter the payoff time the better. It also gives useful information about when you will accumulate enough money to make your next purchase of similar cost.

Now let’s consider when you should spend your money. It is more efficient to save your money until you can buy a lot of 10, but my intuition was that sometimes a small investment now would have a bigger payoff that a bigger investment later. This depends on your current income (CI) and your Cash-on-Hand (COH). If a purchase is going to cost (PCOST), and that is more than your COH, then you will have to save up for (PCOST-COH)/CI hours (round up) before you can make the purchase and then pay it off. I'll call this total Time Until Buy (TUB).

Example: Suppose your income (CI) is $500 per hour and you have $10000 to spend (COH). You can:
1) Purchase 1 meadow immediately, TUB+T2PO = 50 hours.
2) Purchase 2 lots immediately (one at a time), TUB+T2PO = 53 hours (rounding up).
3) Wait 3 hours and purchase 3 lots, TUB+T2PO = 58 hours.
4) Wait 16 hour and purchase 4 lots, TUB+T2PO = 74 hours.
5) Wait 20 hour and purchase 5 lots (at a discount), TUB+T2PO = 70 hours.

Here we see that 1 meadow has the fastest payoff, but 5 lots will pay off faster than 4. Buying 5 lots at once is more efficient, but we have to save up for so long to do it that we can do better by making a smaller investment sooner. All this of course depends on your current income, cash available, and cost of what you want to buy. The point is that sometimes a small investment made sooner will have a shorter payoff than one you have to wait for.

Lesson Two: You might do better if you wait, but don’t wait too long! Small investments made earlier might be better than saving your money for a long time.

I have mentioned that buying 10 lots at once is a better deal or more “efficient”, and this deserves more attention, because it implies that buying less than 10 lots at once is somehow inefficient. So far I have ignored this, but consider: If I purchase 2 lots instead of 5, I might get my investment back faster, but when we go to purchase more lots, it’s going to cost extra to do it. This is a little tricky because it considers the cost of a purchase I have not yet made. As an example, I will compare buying 2 lots now and 5 lots later, to the alternate of buying 5 now and 5 (prorated to 2) later, with the goal being to compare the cost to get to 7 more lots.

If I first by 2 lots and later buy 5, I pay $5000+$5500=$20500 for the first 2 and 5*$6,000=$30,000 the next 5, for a total of $55,500. On the other hand, if I buy 5 lots and then 5, I pay 5*$5000=$25,000 for the first 5 and (5*$6,000)*0.4=$12,000 for the next 2 (the 0.4 is the prorating), for a total of $37,000. The cost of making an inefficient purchase in this example is $55,500 - $37,000 = $18,500. You can make the less expensive purchase sooner, but you pay for it later.

I can take this inefficiency cost (ICOST) into account when calculating the time to payoff by adding the "cost of inefficiency" to the cost of the purchase. This represents that I will be paying that extra cost eventually. I can calculate an "Adjusted Time to Payoff" (AT2PO).

AT2PO = TUB+(PCOST+ICOST)/CI

Starting with the last example, and assuming I have enough cash to make either purchase immediately (Time Until Buy is zero), then purchasing 2 lots has AT2PO= 0+($20,500+$18,500)/$200 = 195 hours, while purchasing 5 lots has AT2PO = 0+($30,000+0)/$500 = 60 hours. The more efficient purchase pays off in one-third of the time. This measure (AT2PO) meets my expectation that the most efficient purchase should have the shortest payoff time.
Again, the benefit of the earlier payoff depends on how long you might have to wait until you can afford the purchase, and how often you check in to play the game and reinvest your money.

Lesson 3: Make efficient purchases if you can afford the cost and the time.

Buying in lots of 10 saves a lot of money in the long run, but unless you can devote your time to be able to make the most efficient purchase at the right time, it won’t save as much as you might gain by simply spending what you have immediately – and unlike the real world of real estate investment, you cannot lose money at this game!

I will follow up with a spreadsheet that actually does some of these calculations - Stay tuned.

04 October 2008

Battletech Episode One: The Gathering Storm



Watching it now for the first time.
Some of this appears to be early computer generated animation, at least in scenes where the view is supposed to be provided "enhanced imaging".
Hmmm ... lots of torn sleeves on the left arm, vaguely Trek-ish.
The Elemental armor seems to be of about the right proportions than a person could actually fit in there - I like that.

Now for episode two!

More torn sleeves, and the old ones never get patched. Apparently needle-and-thread is another lost technology in the 31st Century.

03 October 2008

Red Dragon


[Mini and photo by Sam Snell]

Sam informs me this is one of the new plastic minis from the boxed set.

02 October 2008

See Jane Design Games

Dr. Jane McGonigal, that is. Sometimes Google is downright scary in its ability to predict things I might like to see. This showed up in my recommended feeds list today: AvantGame.
This web site goes along with it. Jane McGonigal is doing serious work on games. Meaningful games too. I think I'm jealous! :-)

Click here for info about her latest effort - Superstruct
(Having posted the link, I guess I'd better play!)

Jane McGonigal video presentation via The New Yorker:
"We're not trying to predict the future. We're making the future."



http://www.newyorker.com/online/video/conference/2008/mcgonigal

Aerotech units on the CBT map

A friend (you know who you are) was discussing the possibility of testing some alternate rules for Aerotech units playing on the Battletech map. I have had similar thoughts, so I'm going to share mine here.

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[Camospecs diorama table at GENCON 2007, photo by me]

The map: Aerotech units move so fast relative the the standard CBT scale it's hard to get away from having separate maps. My though here is to place markers 16 hexes apart on the CBT map to indicate the center of the corresponding Aerotech map hexes (henceforth AeroHex markers). All Aerotech movement is done by Aerotech rules, with some adjustments to accomodate the CBT map. Aerotech units are considered to be approximately at the location of the markers, but are placed in a specific CBT map hex for the purposes of attacks.

Initiative:
1) All Aerotech units spend half of their movement first, with the side losing initiative making all it's moves first. Aero units moving through CBT map hexes may declare an attack on that hex.
2) Standard initiative then proceeds with Aero units as part of the sequence. Any Aerotech unit ending it's movement or declaring an attack within a hex should have it's miniature placed within 8 hexes of that AeroHex marker on the map. The controlling player may choose any hex, but facing must correspond to it's facing at the point when the attack was declared (exception, diving units may face down?, so that ground attacks all strike the front).


Declaration of fire:
Declaration of fire within specific hexes occurs during movement, but declaration against individual units occurs as part of the normal declarations.
Aero units: When Aero units declare targets, the controlling player must declare an "Attack Point" within 8-Piloting hexes of where it was placed at during movement or attack declaration, but no more than 8 hexes away from the AeroHex marker representing the Aerospace hex it is in. The same facing is maintained. For strafing attacks the Attack Point marks the (beginning/middle/end) of the strafing run.
Ground units: Ground units may declare fire against Aero units at any AeroHex marker they have moved through during the turn, or at the Attack Point. Treat the Attack Point as an additional Aerohex marker for the purpose of facing and range to target. The firing unit does not have to declare fire on the closest AeroHex marker.

Modified Facing: For the purpose of firing at Aero units, firing at the closest AeroHex marker to the firing unit, or any other marker on the "approach path", results in an attack on the front facing of the Aero unit. Attacks on the second closest (or further) markers on the "retreat path" are treated as attacks on the side or rear of the Aero unit, depending on the location of the ground unit relative to that marker.

Modified Range: Double the effective short, medium, and long ranges of all weapons for the purpose of air-to-ground and ground-to-air fire. Active ECM is considered to be effective within 8 hexes of any AeroHex marker on the flight path (but not the attack point). Do not double minimum ranges. Do not double the radius of area effect weapons.

The next thing is to reconsider the defensive movement modifiers for very high speeds. In a system using 2d6 the difference between a +4 and +5 modifier is much larger than the difference between a +2 and a +3. I am thinking that Aero units should have a completely different chart for this, and a finer gradation of modifiers. This last bit is a little tricky: I'm saying there need to be something like a +4.5 modifier, and an extra die roll to resolve the "fraction".

Example: If an Aero unit has a defensive modifier of +4.5, then resolve the attack as if this was a +4. If the attacker rolls exactly the target number, then there is a 50% change the attack will still miss, resolved by a d10 roll (roll 5+, with "0" counted as zero, not "10"). This could also be done with a d6 roll, but that requires an odd definition of "fraction" that isn't really important for this discussion. The new Aero movement modifier chart could then have meaningful modifiers that don't make them completely invulnerable on high speed passes.

Another thought might be to adjust air-to-ground modifiers for air movement, so that Aero units might need to slow down a bit to get decent shots on ground units. There is a certain fairness here that I like, because the Aero units can be still be fast and invulnerable if they want, but at the cost of combat ineffectiveness.

Time for me to go review the Aero rules again, and see what sort of alternate move-mod chart might be workable. I can check out the other rules I've forgotten about while I'm at it.

01 October 2008

Giant Battling Robots With Tentacles

Catalyst Game Labs announces the release of Cthulhutech.



Cthulhu Cthulhutech John CoulthartSee also: johncoulthart.com



Cthulhu ChallengeCthulhu-Challenge, from Raincoaster.

GENCON 2007 Pictures

I took a bunch of pictures in the Battletech room (and elsewhere) at GENCON 2007, and I finally remembered where I had these pictures stashed - out on Photobucket where they are nice and safe. Here's a link: http://s238.photobucket.com/albums/ff32/Trebuchet3025/

I also added a permanent link at the bottom of the page.

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