04 May 2009

Optimal Armor Distribution in Battletech

One of the best aspects of Battletech is that you can design your own units and play them. Each battlemech is constructed in 8 sections; left, right, and center torso, two arms, two legs, and a head. Each section has a basic amount of internal structure damage it can absorb, and extra armor is added on top of that for additional protection. Deciding how much armor to put in each location is fairly important to how long the battlemech lasts during play. Most people, including myself, usually let the mech design program HeavyMetal allocate the armor for them, and then tweak it a bit according to preference. However, using some basic tools I’ve previously written about, there is an approach that should lead to a “best” way to allocate armor under typical circumstances.
For just moment, think of a Battlemech in the game as a single group of points, rather than as 8 separate locations that each absorb a smaller amount of damage. Here the Birnbaum-Saunders approximation works very well, and if we were playing different game where the goal is only to reach that overall total, like in the card game cribbage, then we would be done. A cribbage board has only one “track” for scoring points.

Battletech though, has a much more complicated sort of board (the Mechsheet); Each location has it’s own track, and most tracks spill over in into the next track when it is full (i.e.: damage transfer). That too can be approximated, but writing the Mechsheet as a mathematical formula is MUCH more complex. I’ll get to that too, but today I want to do something more simple and intuitive. We can learn something just by considering the median survival time of each mech location. This is the point at which there is a 50% chance that the mech location will have been destroyed.

But first a bit of notation. The unit of time here is actually the number of damage groups, as assign by rolling on the Hit Location Table. We usually think of time as turns or phases during the turn, but the damage groups are a better measure of a mechs progress towards destruction. The word “hit” has a lot of different associations in Battletech, so I will try to use “Damage group” (or maybe “shock” - the engineering term) to avoid confusion with “to-hit” rolls and “hit location”. Further, everything that follows assumes that the to-hit roll succeeded, so I am counting time as damage groups that actually hit the mech, not the number of turns passed or to-hit rolls attempted. Also, if I fail to mention it, I am only considering Front Hit Locations at this time, a mech with a standard fusion engine, and ignoring damage transfer.
The formula for the Birnbaum-Saunders probability distribution gives the probability that a certain event will happen by some time t. While this formula might be bit intimidating for some people, the formula for the median survival time is simple. If a given location, let’s say the right arm (RA), can absorb 25 points of damage before it is destroyed, and the mech is taking damage that averages 5 points per group, then we can expect the RA will survive until it is hit by 5 damage groups. From the Front Hit Locations table, the probability of hitting the RA is 5/36 or 13.9%, and the median time is equal to 25/(5*0.139) = 36 damage groups or shocks. In general, this formula is:
Median Time = D / (d x p)
Where D is the total amount of damage (internal structure and armor) a location can absorb, d is the average damage per group/shock, and p is the probability of hitting that location.
Now consider a mech that has armor allocated so that locations can absorb damage as follows: Arms 25 each, Legs 20 each, Right/Left Torsos 25 each, Center Torso 35 and Head 5. What I have done is to set up each location so that it can absorb damage proportional to the probability of that location being hit. Further, the median survival of each section will be exactly 36 shocks. Recall this is ignoring all damage transfer, and 36 shocks is also the maximum amount of damage this mech could possibly absorb with every location completely destroyed. In actual play, this mech would very likely be destroyed before 36 shocks.
Well that was a lot of work to set up, but if you are still with me, we can now consider what this tells us. Here each location has the same life expectancy, but this is far from ideal. What we really want is for the head and Center Torso Locations to survive. We also want two functional legs so it can move and fire for as long as possible before it is destroyed. To accomplish this, we need each leg to have a survival time at least as long as the center torso. The center torso is more critical than the side torsos, is it should have a longer survival than the side torsos. If either side torso is destroyed we also lose the same-side arm, so it doesn’t make much sense to have the arms survive longer than the torso sections. Finally, we don’t want the head to get blown off, but we are strongly limited in the maximum armor that can be place there, so it may be beyond our control. This suggests the each location be armored so that the median survival times for are ordered as follows (in descending order):
  1. Head (up to max)
  2. Legs
  3. Center Torso
  4. Side Torsos
  5. Arms
There are other consideration during play as well. Kicking attacks mean that legs get disproportionally more damage than what I am assuming here (Front hit location table). Rear attacks require some armor for protection too. Weapons located in the arms or side-torsos need to be protected or the mech becomes nearly useless. Internal structure damage can cause disabling critical hits too. Those are necessary considerations as well, but knowing how to allocate armor to do all this requires a better way to values the armor in each location as it affects the mech as a whole. To do this I will need the complete survival probability distribution for the mech, and that will require some more work. I am happy to report that I am making significant progress, and I plan to blog more about that progress soon.
PS: Under the assumption I have made here, the Ostsol and Ostroc battlemechs may have near-optimal armor distributions (an educated guess). There may also be more than one way to be "optimal" depending on what goals you might use.

[Battletech images from the excellent ClassicBattletech.com gallery.]
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30 April 2009

Battletech Pods at ORIGINS and GENCON

News flash: An anonymous poster writes in response to my post about Battletech virtual reality pods:

Anonymous said...

The BattleTech pods are sceduled to hit Anime Central (ACEN) in Chicago May 9-11. 6 of them will be on hand.

Also, Origins and Gencon are in the works.

Origins is 90% certain.


There is no official announcement from Virtual World yet, just this on their web site:

The Tesla II cockpits, featuring the BattleTech: Firestorm software, are fully enclosed military style simulators that feature 7 screens, over 90 control systems, and a 12 speaker surround sound system. When seated in the cockpit or 'pod', the player will pilot his or her own walking tank known as a BattleMech onto the virtual landscape to compete for battlefield superiority with those seated in surrounding cockpits.

This is the first, but not the last, major convention appearance for the Kalamazoo operation this season. These cockpits are slated to appear at other major entertainment conventions in the Midwest later this Summer. [emphasis added]
The official response from Giant Battling Robots is YAHOO!!!!

It's looks like more of my expendable income is going to be expended at ORIGINS this year. I can't wait. I will post updates as news become available.

[PS to anonymous: I would be happy to credit you, if you like.]

UPDATE [5/19/09] - it appears ORIGINS is a go:

Peter Smith Writes:
I was just informed that the Origins Crew is now being formed, as the VWE pods will be there. The plan is to bring twelve pods out, the price is going to be three game tokens (six bucks).

However, these details may change. And per VGL policy, harassment by staff is always free and will be in stock the entire convention.

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27 April 2009

Game Design Class

How would you like to take a class in game design? Ian Schreiber is offering a class called Game Design Concepts, and it's free [except for the optional books, which are not at all expensive].

[From Game Developers Conference 2009 Speakers] Ian Schreiber has been in the industry for eight years, first as a programmer and then as a game designer. He has worked on five published game titles and two serious game projects. Ian has taught game design and development courses at Ohio University, Columbus State Community College, and Savannah College of Art and Design.
Ian also has a blog: Teaching Game Design.

So I signed up for the class, my books should arrive via Amazon tomorrow, and I'm looking forward to meeting Ian at ORIGINS is summer. Maybe this will help me get some of my game ideas into a form where they could actually be played.

[Found on Applied Game Design]
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25 April 2009

Plastic Miniatures, Resurrected

Warseer plastic battletech miniatures
There is a good thread at Warseer where a collection of plastic minis are being reworked and resurrected. An ambitious project, but it is off to a good start.



Warseer plastic battletech miniatures shadowhawk
It's about time I broke out my minis again and get back to work. I have a huge backlog of projects to finish.

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21 April 2009

Tumblin' Dice

My life has been a bit complicated recently and blogging has not been my first concern, but things may soon go back to something resembling normal. I just heard back from Chessex about my custom dice though, and wanted to show the pictures!
Joseph is back from GAMA and set up some sample dice with my custom dice graphic. What do you think?


I am rather partial to the orange swirl (vortex orange) myself. Now I need to figure out how many to order. Decisions, decisions!

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16 April 2009

Visit Scenic Hakodate

Visit scenic Hakodate, Japan, a city well known for its frequent alien attacks, and witness the rampaging mechanical squid battling the gigantic guardian robot! ... OK, so this is kinda weird, and perhaps a few details are in order:
The invaders here are alien cephalopods from the planet Ikaaru, who seek revenge on the people of Hakodate for eating too much squid. The aliens hijack an enlarged version of Hakodate’s tourism mascot — a mechanical squid named “Ikabo,” which was built by Future University-Hakodate (FUN) in 2007 — and send it on a rampage through the city.
No, it's still weird. Watch the video, then go read the full story behind it at Pink Tentacle. It's good fun.



On second thought, maybe go read about it FIRST, then it might make a little more sense (a very little).
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