Vesku Wrote:Tons of variables, that's why you never know what the result will be before you play the battle and next game with the exact same setup will end in a different result. You asked for ideal ratio and given no more info I assumed an average battle on a random map, 2,0 to 1,0 is too much even for you Amerguns.
The crux of the problem possibly being that everyone has a different concept of what "average" and "random" are here. Just to throw fuel on the fire, I'll propose a formula:
Base attacker ratio is established by dividing defense build points by (map width*10).
Multiply result by (visibility/35) with minimum 0.2 and maximum 1.4.
Establish rough percentage of open (grass, road, brick, etc) hexes in the central portion of the map (visibility) hexes out from the front line. Multiply the result above by (0.5 plus half of the open-hex percentage).
Multiply that result by (30/turns in game) with minimum of 0.5.
Tweak up or down for special circumstances (no defensive air assets, no fortifications allowed, victory hexes really deep or really close to front line, etc).
For instance, a 4,000-pt defense of a 120-hex-wide map with visibility 15 and 60% open space in a 30-turn game would result in a proper ratio of (4000/1200)*(15/35)*(0.5+0.3)*(30/30)=1.14 or 4,570 points.
Meanwhile, a 2,000-pt defense of a 70-hex front with visibility 35 and 70% open space in a 20-turn game would result in a proper ratio of (2,000/700)*(35/35)*(0.5+0.35)*(30/20)=3.6 or 7,200 points. Awfully high, but that's a thickly held front with no flanks, nowhere to hide, and defenders able to open fire well beyond spotting range, with no time for the attacker to bombard and move carefully.
Let the deconstruction begin.
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