
I'm developing an experimental power ups package I call "pups_plus." I wanted to make sure my power ups were "game balanced", so I decided to do some analysis of the existing tanks/weapons so I could see how my own two weapon power ups stacked up (the rest of pups_plus are "non-weapon" stuff like power up caching, different rotation methods, timed power ups, info power ups, etc, so this discussion only mentions two of about a dozen features of my own package).
Now, supposedly, the heavier tanks lose speed, fire rate, and maneuverability in return for natural toughness and hitting power. But the math doesn't fully support this: You could just look at the damager-per-shot of various projectiles, but I think this is a poor guide to the overall hitting power of a tank.
Others may have a different opinion, but to me, hitting power is best measured by something I'll call DPB (Damage Per Burst). Every projectile has a burst rate that determines how many shots fire each time you hold down the firing button. Damage-Per-Burst is how much total damage you could inflict, assuming every shot in your burst hit the intended target. Obviously whether they do or not is a combination of skill, circumstances, and lag. But the point is, DPB is the best hitting power you could wring out of a given projectile.
Now, to show the math for this, I'll use the following abbreviations. (This would look nicer if I could do a table, but I not sure how to reliably make columns line up in a forum post, since the font is unproportioned, so bear with me please). Damage Per Shot (DPS), Burst Size (BS), Damage Per Burst (DPB), Clip Size (CS) and Bursts Per Clip (BPC)
Light Projectile : DPS 0.87 x BS 8 = DPB 6.96, CS 220 / BPC 27.5
Medium Projectile: DPS 1.00 x BS 5 = DPB 5.00, CS 145 / BPC 29.0
Heavy Projectile : DPS 1.40 x BS 3 = DPB 4.20, CS 180 / BPC 60.0
OK, so are heavy tanks really that powerful after all? Yes, each shot does 1.40 points of damage (160.9% of a light shell), but with a burst rate of only 3, the DPB is only 4.20, which is actually 60.3% of the damage a light could inflict. There is some comfort to be had in that the number of bursts that can be launched before reloading is more by far than a light can manage, but if you die before you can use all that potential, it's small comfort.
And if you consider that the DPB of a light is very nearly 7, a full-health heavy could be picked off in just over three bursts, assuming a skillful light tank player and some good luck, whereas another heavy would take five bursts to do the same. This seems like it should be a problem, but... well, to get back to the point of this post:
Should you go for power ups? My experience intuitively says no, but previously, I didn't have any math to back it up. Now, let's look at what power ups do (*ahem*) "for" you...
Speedy : DPS 1.0 x BS 5 = DPB 5.0, CS 35 / BPC 7.0
Bounce back : DPS 1.0 x BS 4 = DPB 4.0, CS 45 / BPC 11.25
Area Effect: DPS 3.0 x DS 1 = DPB 3.0, CS 10 / BPC 10.0
OK, now, I'll grant you, some of the power ups have "intangible" benefits. For instance, with an Area Effect, your aim doesn't need to be as precise, and with Bounce back, you can lob shots over a hilltop without poking your tank's chassis over the horizon line. But in terms of raw DPB hitting power, every power "up" across the board weakens you. The only tank that gains from any power up is the heavy tank, picking up a speedy power up. (So you're odds are 1 in 3 of a favorable outcome there).
Here for comparison are the two weapon power ups I'm developing:
"Double Damage" : 1.74 DPS x BS 5 = DPB 8.7, CS 35 / BPC 7.0
"Grenade" (aka "RPG") : 7.0 DPS x BS 1 = DPB 7.0, CS 12 / BPC 12.0
Double Damage has exactly twice the damage of a light projectile, coupled with the fire rate of a medium projectile. The fact that it scatters that damage over several shots means you need some degree of skill and luck to max out the usefulness of the weapon. The RPG has has a single-bounce, slow moving, heavily arching trajectory that can be tricky to learn to aim, but does massive damage if you do in fact hit. Note that when you take DPB into account, both of these are clearly a true power "up" for every class of tank.
*************************************
And after that, the question is....
Does anyone else think that tanks and/or power ups need a little "re-balancing" for level gameplay? Or is everybody pretty happy with the "classic" power ups and tanks just as they are? I could probably make this re-balance an optional switch in pups_plus, but would anyone really want it to change?