Forum Discussion

nabokovfan87's avatar
6 years ago

Health Equalization is Designed Incorrectly

I was having a discussion with McMole after he had explained in his video about how the mechanic works. This applies to Geonosians and Malak as far as I know.

When the character "equalizes" health/protection currently, the average percentage value is calculated of any characters specified including the character that is equalizing, then the character adjusts their health/protection totals to that calculated percentage.

If you're familiar with audio editing, that makes sense. The peaks, clipping, distortion, "noise" of the audio signal is removed. This is specifically to do with signal waves and data transfer and is why when you talk with someone on the phone, they sound slightly off and unclear.

Alright, so let's think about this in terms of a physical value or a physical sense. If I want things to be equal, I want them to be the same. I would add/subtract to make sure that the two items being compared are equal after the adjustment is performed. Let's say I had two glasses of water. One full, one halfway. I can either dump some water from the full cup, or I can add water to it from another source.

I genuinely think the way that health/protection equalization is currently programmed, it makes the team very brittle, very easy to take down. I think there should be a few rules applied to health equalization to resolve the issue. Once that is resolved, there is an entire separate conversation to be had about the method used to "equalize".

Rules:
#1: use numerical values, not percentages
#2: you cannot include the characters whose health value is changing in the calculation for what the average is.
#3 if you are going to equalize a characters health or protection and it results in that character losing health/protection as a result, assume they are the highest values on the team and ignore equalization. (Just because the Ally has lower health, does not mean they should lose health).

I understand the reason for using percentages, but it results in so much variation when you compare it to the raw numerical data. losing 1% health on a character that has 20K is far less than the one that just equalized and had 65K. I think the second biggest issue would be rule #3 above. That needs to be implemented.

Thoughts, what has your experience been? How do bugs work when compared to Malak/Darth Revan. Is that equalization programmed according to the rules above?
  • "nabokovfan;c-1930143" wrote:
    "crzydroid;c-1930133" wrote:

    But to the OP, I think a percentage-based equalization of some sort is the sensible way to go. Since the characters have different sized health pools, using raw health without weighting it in some way would cause more problems mathematically than it solves. Some weight taking into account max health sizes has to be applied.


    What about a system where the ratios of health and protection are logged (max values) and the sum of all available qty is totaled and each character equalizes back to their max ratio of what remaining health or protection is left?


    That's called a percentage.
  • "crzydroid;c-1930154" wrote:
    "nabokovfan;c-1930143" wrote:
    "crzydroid;c-1930133" wrote:

    But to the OP, I think a percentage-based equalization of some sort is the sensible way to go. Since the characters have different sized health pools, using raw health without weighting it in some way would cause more problems mathematically than it solves. Some weight taking into account max health sizes has to be applied.


    What about a system where the ratios of health and protection are logged (max values) and the sum of all available qty is totaled and each character equalizes back to their max ratio of what remaining health or protection is left?


    That's called a percentage.


    No.....

    The value changing is the health value. That is very different then equalizing percentages.

    Equalizing health and preserving ratio between characters max value is not the same as what we have now in the game.