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Author Topic: TRO 3063 Initial impressions  (Read 5241 times)

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JPArbiter

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Re: TRO 3063 Initial impressions
« Reply #60 on: September 07, 2012, 09:54:04 AM »

actually no, I always re rolled both dice, since I was like 8 years old.

for the head you are right, it does not matter, but for the center torso it became a game changer since an upper roll will always result in an engine hit and the lower roll will always result in a gyro/equipment hit.  in a case like that you might as well use a D12, which 1) Changes the D6 centric nature of the game and 2) increases the probability of engine/gyro knockouts.  would it make a difference with a computer based random number generator?  no not really, but when using dice to serve that purposes it does make a statistically significant difference.

what this DOES do is make the pre-done record sheets entirely incompatible with the proper battletech game, thus overriding part of TRO 3063s mission statement.
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Centurion13

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Re: TRO 3063 Initial impressions
« Reply #61 on: September 07, 2012, 10:37:14 AM »

Okay, I am going to ask the professionals about this.  Calling Dan Eastwood and Ashley Pollard!

Cent13
« Last Edit: September 07, 2012, 11:22:40 AM by Centurion13 »
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Bad_Syntax

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Re: TRO 3063 Initial impressions
« Reply #62 on: September 07, 2012, 01:34:31 PM »

for the head you are right, it does not matter, but for the center torso it became a game changer since an upper roll will always result in an engine hit and the lower roll will always result in a gyro/equipment hit.  in a case like that you might as well use a D12, which 1) Changes the D6 centric nature of the game and 2) increases the probability of engine/gyro knockouts.  would it make a difference with a computer based random number generator?  no not really, but when using dice to serve that purposes it does make a statistically significant difference.

what this DOES do is make the pre-done record sheets entirely incompatible with the proper battletech game, thus overriding part of TRO 3063s mission statement.


Uhhh, you are not making sense here.

Lets do the math, lets say you get a CT critical, woot.


Old method, lets assume 2 medium lasers in the center torso, a regular engine and gyro.
First die 1 to 3, second die 1 = 8.33% Chance Engine Hit
First die 1 to 3, second die 2 = 8.33% Chance Engine Hit
First die 1 to 3, second die 3 = 8.33% Chance Engine Hit
First die 1 to 3, second die 4 = 8.33% Chance Engine Hit
First die 1 to 3, second die 5 = 8.33% Chance Gyro Hit
First die 1 to 3, second die 6 = 8.33% Chance Gyro Hit
First die 4 to 6, second die 1 = 8.33% Chance Gyro Hit
First die 4 to 6, second die 2 = 8.33% Chance Gyro Hit
First die 4 to 6, second die 3 = 8.33% Chance Engine Hit
First die 4 to 6, second die 5 = 8.33% Chance Engine Hit
First die 4 to 6, second die 5 = 8.33% Chance Medium Laser Hit
First die 4 to 6, second die 6 = 8.33% Chance Medium Laser Hit

So, total the engine has 6 criticals, the gyro 4, the medium lasers 2.  Thus you have a 6 in 12 chance (50%) of an engine hit, a 4 in 12 (33%) chance of a gyro hit, and 2 in 12 (17%) chance of hitting a medium laser.

Now, lets look at my method:


First die 1 to 3, second die 1 = 8.33% Chance Engine Hit
First die 1 to 3, second die 2 = 8.33% Chance Engine Hit
First die 1 to 3, second die 3 = 8.33% Chance Engine Hit
First die 1 to 3, second die 4 = 8.33% Chance Engine Hit
First die 1 to 3, second die 5 = 8.33% Chance Engine Hit
First die 1 to 3, second die 6 = 8.33% Chance Engine Hit
First die 4 to 6, second die 1 = 8.33% Chance Gyro Hit
First die 4 to 6, second die 2 = 8.33% Chance Gyro Hit
First die 4 to 6, second die 3 = 8.33% Chance Gyro Hit
First die 4 to 6, second die 5 = 8.33% Chance Gyro Hit
First die 4 to 6, second die 5 = 8.33% Chance Medium Laser Hit
First die 4 to 6, second die 6 = 8.33% Chance Medium Laser Hit

So, total the engine has 6 criticals, the gyro 4, the medium lasers 2.  Thus you have a 6 in 12 chance (50%) of an engine hit, a 4 in 12 (33%) chance of a gyro hit, and 2 in 12 (17%) chance of hitting a medium laser.

Would you look at that, EXACTLY the same!!!

Statistically the order of the criticals, or their placement, has ZERO impact to their chances to get hit.

Rolling 2d6 produces a 2 to 12, on a bell curve.  Rolling 1d6 for group and 1d6 for slot produces a result of 1 to 12 on a flat 8.3333% chance per slot.

Statistically there NO difference either way, statistically you could roll a 1d12 instead of 1d6 and 1d6 and it would be the EXACT same.

Now, if you really like the whole "I rolled a 2 on that CT hit, let me roll again.... 4, engine hit, woot!" instead of "I rolled a 2 on that CT hit, since it took no criticals I'll just mark off any engine slot, woot!", well, I can't argue with that, but mathematically it simply doesn't matter where criticals are located.

These are hard numbers, not my opinions, and you can't really argue with that.  Well, maybe in the battletech universe that first die "intended" for you to hit a gyro, but since there is no gyro anymore you have to hit the engine, and now your charma is screwed up.

And remember, engines aren't always the same size, compact engines, compact gyros, HD/XL gyros, etc, are now ALL easier to deal with under my new slots than they used to be.  Engines are ALWAYS all 6 upper, and sometimes 2 or 4 lower, and gyros ALWAYS follow engines, its more consistent.
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JPArbiter

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Re: TRO 3063 Initial impressions
« Reply #63 on: September 07, 2012, 01:49:06 PM »

you are doing a single bell curve study of the individual criticals, not taking into account the initial 1-3 4-6 die roll and how all that marks the study.  Think of it as almost the opposite of the Lets Make a Deal Paradox.  By rendering the second die roll irrelevant you INCREASE the statistical likely hood of engine or gyro damage.  to 100% Engine damage on an upper critical range (as opposed to 66) and a somehwere around 45 % average (depending on crit packing and re rolls) of gyro damage. 

The long and sort is that this record sheet you created increases in a statistically significant way the odds of knocking out a mech through engine damage, and also rewards NOT critical packing the center torso as you can force a re roll for an early crit much more easily and get an engine hit when it means little.  you practically have to force the use of a D12 to get that 8.33% odds instead of a  D6 twice to make it fair in the manner you are speaking of.

to give ANOTHER example about how you skipped a step, when you determine the velocity of an object at impact.  you have to account for acceleration due to gravity (on earth 9.8 m per second per second, accounting for terminal velocity when appropriate.)  your analysis which was the equivalent of 1/12 was incomplete, akin to not squaring acceleration due to gravity in a velocity calculation.
« Last Edit: September 07, 2012, 02:05:54 PM by JPArbiter »
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Centurion13

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Re: TRO 3063 Initial impressions
« Reply #64 on: September 07, 2012, 04:49:43 PM »

The answer from Dan Eastwood (http://giantbattlingrobots.blogspot.com/)


Bad_Syntax  post #63 has the math right. Further, if one of those slots is a "Re-roll" the 8.33% probability is distributed equally among the remaining 11 locations. This create a Discrete Uniform distribution, and every crit-slot has an equal probability of being hit. It doesn't matter how you arrange the slots, only how many total slots there are.

@ JP_Arbiter post #64: There is no bell curve here, because the two dice are not being added together. The only way this could matter is if you are not doing critical hit location rolls/re-rolls right in the first place.

And more:

This does _not_ alter the probability, unless maybe they are somehow doing it wrong in the first place. It is important to re-roll BOTH dice if they get a re-roll slot (or empty, or already destroyed), and if they aren't doing that they ARE wrong to start with.

The method of assigning critical hit locations creates what is called a Discrete Uniform distribution (http://en.wikipedia.org/wiki/Uniform_distribution_(discrete)), and each slot has an equal chance of being hit, no matter where that slot is, or what is in that slot.
 
OK, I think Ashley is onto why people see this differently: It's because with all the engine crits in the first six slots the second roll may not do anything. That is, if the first die gives you "upper", then you don't really care which upper it is (they are all the same). It does not matter, each slot has the same probability of being hit, so long as the correct re-roll procedure is used.

Dan

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Centurion13

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Re: TRO 3063 Initial impressions
« Reply #65 on: September 07, 2012, 04:53:14 PM »

And from Ashley Pollard (http://panther6actual.blogspot.com/)

Hey Steve, Hi Dan,

> We produced a lovely set of record sheets for the fans of the TRO:3063
> but, due to time constraints, we did not organize the Center Torso
> critical slots for BattleMechs in the time-honored fashion.

Saw that, such a small thing.

> Now there are reviewers in full cry because they think or feel that this
> in some way alters the probability of a nasty game-changing hit.
>  Well... does it?  Or is their complaint merely aesthetic (and thus
> less compelling to me)?

What I think they see is that 50% of the time you will get an engine hit, and the other 50% of the time you will not.

Whereas in the original you always have a 50% chance in hitting the engine, regardless of which group you hit.

It's subtle, but it is there.

Whether that is statistically significant, I'll leave to Dan to answer.

My advice. Walk away from it. If the record sheets bug them that much then they can re-enter the data in SSW and print out in the official format. TRO3063 is not an official product. After all it is a free fan made book. It's not a product for sale.

IMO your book is as good as anything I ever wrote and got paid for under FASA...

-- Ashley Pollard
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JPArbiter

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Re: TRO 3063 Initial impressions
« Reply #66 on: September 07, 2012, 04:53:30 PM »

I have an email to my Statistic's for Behaviour Sciences Professor in college as well to double check my assertion.  if it turns out I am wrong I will gladly admit it.
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Bad_Syntax

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Re: TRO 3063 Initial impressions
« Reply #67 on: September 07, 2012, 04:55:01 PM »

you are doing a single bell curve study of the individual criticals, not taking into account the initial 1-3 4-6 die roll and how all that marks the study. 

Well sorry, but slot has EXACTLY the same chances to be hit.  Regardless of how you "feel" about it, even if all 6 engine hits are up top, each one is still just 8.33% chance of a hit, and the whole engine is still just 50%.

Feel free to use SSW, MML, HMP, etc to make your own sheets if you simply can't look past what your used to and understand that the numbers here are solid. 

Don't believe me?  I blew through 15 minutes of my life that I'll never get back creating you an excel spreadsheet, that does just this 5 THOUSAND times, and sure enough, the chances the same.  The excel RNG isn't the best, but the values are always within a few percent of each other either way.  You are more than welcome to take your own dice, and do the same test, 5 THOUSAND times, and see that your results will prove the same (or that your dice are loaded!).

It took me a while to do this, others chimed in :)
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Centurion13

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Re: TRO 3063 Initial impressions
« Reply #68 on: September 07, 2012, 05:00:14 PM »

I have an email to my Statistic's for Behaviour Sciences Professor in college as well to double check my assertion.  if it turns out I am wrong I will gladly admit it.

Actually, even if you are wrong here, you have pointed out something we did not take into account.

This is an issue of intimidating looks.

The problem isn't in the actual chance of hitting a given slot - it lies in the fact that you need three engine hits to kill a 'Mech, but only two gyro hits to neutralize it.

With the engine slots bunched at one end and the gyro slots at the other, they appear vulnerable - isolated, a sort of 'all the eggs in one basket' syndrome if you will, despite the lack of actual statistical evidence. 

It doesn't matter if the odds are actually different - in a game where people curse their luck with the dice and regularly relate stories of miracle headcaps, it just has to appear as though it were more vulnerable. 

And it does, even to me.

I have approached the programmer to see (a) if he is willing to change this, (b) if it is even possible and (c) how much work it will entail. 

JPArbiter, it would be nice if you would unsay those hard words you had for Bad Syntax earlier.  They were unwarranted.  He may be a scalawag, but he is not a maniac.

Cent13
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Bad_Syntax

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Re: TRO 3063 Initial impressions
« Reply #69 on: September 07, 2012, 05:23:26 PM »


I have approached the programmer to see (a) if he is willing to change this, (b) if it is even possible and (c) how much work it will entail. 

JPArbiter, it would be nice if you would unsay those hard words you had for Bad Syntax earlier.  They were unwarranted.  He may be a scalawag, but he is not a maniac.

What???  Hard words for me???  Baaah, I'm married, and get those every time I don't do dishes (which is nearly every day). 

As I'm the programmer.....

I made the change so the engine/gyro is split, the new record sheets are generating now.  I'll release them as soon as we can get JP to acknowledge that mathmatically the chances are the same, even if if he just hates them aesthetically :)

In fact, aside from a few bugs and the slots, nobody has said one thing, positive or negative, on my *completely* remade record sheets :(  Ya'll like the logo being on there?  What about the BF/QS stats?  Hows about the way I did the heat sinks so you knew which ones were internal?  Or the labeling of the slots/weapons?  How about circle placement (I'd like to distribute them better, but that is a LOT harder)?  etc, etc...

Surprising when soooo many want a mech/etc editor, soooo few have input when it comes to making one :(  I am probably the only person who would ever write something like a mobile structure, base, or character generator, and in fact the only one who has ever written an infantry platoon creator, oh well, I'm writing one for Strike Legion now :)
« Last Edit: September 07, 2012, 05:34:16 PM by Bad_Syntax »
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Centurion13

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Re: TRO 3063 Initial impressions
« Reply #70 on: September 07, 2012, 06:13:06 PM »


I have approached the programmer to see (a) if he is willing to change this, (b) if it is even possible and (c) how much work it will entail. 

JPArbiter, it would be nice if you would unsay those hard words you had for Bad Syntax earlier.  They were unwarranted.  He may be a scalawag, but he is not a maniac.

What???  Hard words for me???  Baaah, I'm married, and get those every time I don't do dishes (which is nearly every day). 

As I'm the programmer.....

I made the change so the engine/gyro is split, the new record sheets are generating now.  I'll release them as soon as we can get JP to acknowledge that mathmatically the chances are the same, even if if he just hates them aesthetically :)

In fact, aside from a few bugs and the slots, nobody has said one thing, positive or negative, on my *completely* remade record sheets :(  Ya'll like the logo being on there?  What about the BF/QS stats?  Hows about the way I did the heat sinks so you knew which ones were internal?  Or the labeling of the slots/weapons?  How about circle placement (I'd like to distribute them better, but that is a LOT harder)?  etc, etc...

Surprising when soooo many want a mech/etc editor, soooo few have input when it comes to making one :(  I am probably the only person who would ever write something like a mobile structure, base, or character generator, and in fact the only one who has ever written an infantry platoon creator, oh well, I'm writing one for Strike Legion now :)

You know I like it.

As for the others, I suspect the only time you will hear from them about the record sheets is when there's something they *don't* like. 

In this matter, as with so much else in modern American life, no news is good news.

Cent13
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Dragon Cat

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Re: TRO 3063 Initial impressions
« Reply #71 on: September 07, 2012, 07:55:33 PM »

for me, I love that you have the artwork for all the units on the spreadsheets but I'd rather have standard spreadsheets than these, it just doesn't feel right to me.

I don't want to knock the obvious hard work that's gone in.  But if I was using any of these units I'd have to use standard sheets drawn up for them all.  Not just because of how they look but because I know the players I play with (semi-regularly/sometime   :-\) wouldn't accept these as acceptable sheets purely because the layout is so different from what they are used to.
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Re: TRO 3063 Initial impressions
« Reply #72 on: September 08, 2012, 12:11:10 AM »

https://www.opendrive.com/files/61132515_inISD_f819/RS%20TRO3063%20Mk32.pdf

The Center Torso change has been made.  You guys should have no problems with it now.

Cent13
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Centurion13

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Re: TRO 3063 Initial impressions
« Reply #73 on: September 08, 2012, 12:12:21 AM »

Not just because of how they look but because I know the players I play with (semi-regularly/sometime   :-\) wouldn't accept these as acceptable sheets purely because the layout is so different from what they are used to.

Was it the Center Torso issue that concerned you?

Cent13
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Re: TRO 3063 Initial impressions
« Reply #74 on: September 08, 2012, 12:27:44 AM »

Not just because of how they look but because I know the players I play with (semi-regularly/sometime   :-\) wouldn't accept these as acceptable sheets purely because the layout is so different from what they are used to.

Was it the Center Torso issue that concerned you?

Cent13

CT and Head were my two main issues, otherwise it looked real good
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Really, as long as there is an unbroken line of people calling themselves "Clan Nova Cat," it doesn't really matter to me if they're still using Iron Wombs or not. They may be dead as a faction, but as a people they still exist. It's not uncommon in the real world, after all.
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