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Game theory and Mechanics

CE01132-3

Fig 1.

Assignment 1
Adam Sharp
S040483a

Contents
page 3: Introduction

page 3: Analysis of math mechanic


page 8: Analysis of contextual mechanic
page 10: Analysis of Chosen mechanic

page 12: References

page 13: Bibliography

page 14: Appendix

Introduction

The Real Time Strategy (RTS) which has been chosen for this
assignment is Command and Conquer Generals.
"Generals was released onto the Microsoft windows platform in
2003"(www.wikipedia.org) by EA, the setting for the game was
a near future timeline, with 3 distinct factions, in the traditional
command and conquer resource gathering format.

Maths Mechanic
Real Time Strategy games are often balanced by the build
times, cost, damage per second and health.
The tech trees can be found included in the appendix for
reference (www.deviantart.com).
Below is a breakdown of the tanks strengths and weaknesses,
colour coded green being positive, blue average, and red bad.

(Tablature information taken from the Command and Conquer


Generals .ini file, and www.CnC.wikia.com)
Knowing this information, setting a limit of $10000 in game,
how many of each tank could be produced, and how fast.
Battlemaster: 12 full units, taking 120 seconds, a total DPS
of 360, 4800 HP
Crusader tanks: 11 full units, taking 143 seconds, a total
DPS of 330, 5280 HP
Scorpion tank: 16 full units, taking 224 seconds, a total
DPS of 320, 5920 HP
In order of highest HP against DPS:
Scorpion tank 5920 HP , 320 DPS
Crusader tank 5280 HP, 330 DPS
Battlemaster tank 4800 HP, 360

The unit with the highest HP overall, has the lowest DPS and
vice versa. This shows an element of game balance.
Using a new control variable of time, in this case 5 minutes,
assuming unlimited funds.

A graph to show units constructed over time


35
30
25
Battlemaster

20
Units created

Scorpion

15

Crusader

10
5
0
30 60 90 120 150 180 210 240 270 300
Time (sec)

Battlemaster: 30 full units, a total DPS of 900, 12,000 HP.


Scorpion: 21 full units, a total DPS of 420, 7,770 HP.
Crusader: 23 full units, a total DPS of 690, 11,040 HP

Battlemaster kills Scorpion : DPS v HP = 9 seconds to


destroy
Battlemaster kills Crusader : DPS v HP = 12 seconds to
destroy
Scorpion kills Crusader : DPS v HP = 26 seconds to destroy
Scorpion kills Battlemaster : DPS v HP = 29 seconds
Crusader kills Scorpion : : DPS v HP = 11 seconds
Crusader kills Battlemaster: DPS v HP = 17 seconds to
destroy.

The Battlemaster, across 5 minutes, has the most HP and DPS


of any of the tanks, showing a clear unbalance in a situation of
unlimited funds.
So to maintain balance, the player character creating the
Scorpions would want 2 war factories creating Scorpion tanks
simultaneously.
The Crusader lies between the two, but looking at the table
below one advantage it does have over the Battlemaster is
speed.

(The damage per second is raw data not based on terrain or


distance from the target, purely on the figures alone for the
benefit of this comparison)
The data deduces the game has good balance, even if you were
to play without upgrades; each tank has its strengths and
weaknesses as illustrated below.
Tank :
Positives in
Green
Middling in
Blue
Weakness in
Red

Crusader
Tough armour

Battlemaster
Tough armour

Fast

High DPS

Average
production
time
Average HP

Quick
production
time
Slow

Average DPS
Expensive

Low HP

Scorpion
Cheap to build
en masse
High HP
Fast

Long
production
time
Low DPS

Context Sensitive mechanic


The construction units in game are capable of repairing any
structure in the game, this is a context sensitive mechanic,
meaning certain criteria have to be met first. The building has
to be within the construction dozer's field of view and has to
have lost some hit points (HP). Also the construction dozer
cannot have any other activities in its command queue, as
those activities are classed as player driven, whereas the repair
function is automated based on the aforementioned criteria. An
example can be seen in the diagrams below.

In this example the dozer is within range of the patriot missile


system, however there is no damage to the structure, so there
is no need to repair it.

In this example the patriot is damaged, and the construction


dozer is within range of the damaged structure, and assuming
it is idle, will automatically move to the structure and
commence repair.
The approximate distance to be in range of repair is about 4
turret lengths away, any further and the dozer wont auto repair
the structure.
The primary flaw found with this mechanic is that the
construction dozers may often place themselves in greater
danger by moving to repair a damaged structure, and they are
expensive and time consuming to rebuild: 12 seconds and
$1000. (www.cnc.wikia.com)

Chosen mechanic
Resource gathering is a key mechanic in RTS, and Command
and Conquer Generals uses a discrete, single resource
mechanic.
The table below helps to analyse the differences in the resource
collecting units.
The times used to collect are approximations based on
observations in game.

i) Chinook collects 600 resource


ii) Taking 15 seconds for a total round trip
iii)Therefore a Chinook collects 40 per second.
Chinook collects 40 per sec
Worker collects 19 per sec (rounded up)
Supply truck collects 35 per sec

The Chinook appears to be the most efficient collector. With


upgrade supply lines it offloads 10% more resource; 660
(www.cnc.wikia.com).
The worker upgrade worker shoes gives the unit a 10% speed
upgrade and 10% extra resource collection
(www.cnc.wikia.com).
The cost of supply centres should be considered, both China
and USA cost $2000, but the GLA supply centre costs $1500,
leaving the player $500 to spend. If the player character was to
use that bonus $500 to buy 2 more workers, it's possible to
double the income rate. It's difficult to triple as only one unit
may interact with a supply cache, or supply depot at any time.
Therefore leading to a slight crossover. So if the worker doubles
his workload, it makes the statistics look somewhat more
balanced.
3 X worker's collects approx 38 per sec without upgrades.
The Chinese supply truck appears to be the middle group in this
example, due to its inability to perform any task apart from
resource collecting, and its attractive price. The Chinook can
double up as a fast unit transport and collects the most
resources in one trip, but is expensive to replace. The worker is
the resource gatherer and the construction unit, making it a
highly flexible unit in its uses despite its slow speed and poor
collection amount.

References
Fig 1 http://en.wikipedia.org/wiki/Command_
%26_Conquer:_Generals
http://cnc.wikia.com/wiki/Portal:Generals
http://www.monx007.com/tampil.htm?nmfile=/generals
http://www.cnclabs.com/forums/default.aspx?g=posts&t=
http://www.cnclabs.com/forums/default.aspx?g=posts&t=8929
http://bluegalactic.deviantart.com/art/Generals-GLA-Tech-Tree155122040
http://gaming.wikia.com/wiki/GLA_Structures_
%26_Upgrades_(Command_%26_Conquer:_Generals)
http://www.gamefaqs.com/pc/556767-command-and-conquergenerals/faqs/25205
The " Command and Conquer: Generals" .ini file contains much
of the information I needed for 100% accuracy outside of
patches. Cross checked against websites where possible.
EA Games (2003) Command & Conquer Generals. Version 1.08,
February 2003
http://www.youtube.com/watch?v=AhrzpmIsY0E

Bibliography
http://www.oxeyegames.com/game-play-mechanics-of-realtime-strategy-games/

Appendix

The following are Game mechanics, analysis Command and


Conquer Renegade.
(ignore blank pages, formatting error)

The following apply to Command and Conquer Generals.


Mechanic Title
Selection
mechanic

Applies to
Player
characters
units

Type
Selection

Availability
always

Input
Mouse, left
click

Details
By left clicking on a friendly structure or unit it's possible to issue them with
direct orders.

Mechanic Title
Repair
mechanic

Applies to
Construction
units

Type
Repair

Availability
Contextual

Input
Mouse

Details
While in control of a construction unit it's possible to highlight a damaged
structure, this changed the icon into a wrench icon, so the player knows to
interact with the structure to repair it.

Mechanic Title
Promotion
mechanic

Applies to
Player
character

Type
Promotion

Availability
Contextual

Input
Mouse

Details
By destroying enemy units or structure the player character gains periodic
bonus's and must choose one from a selection of 3. The speed at which
upgrades are earned is proportional to the destruction caused.

Mechanic Title
Upgrade
mechanic
Details

Applies to
Units /
Buildings

Type
Upgrade

Availability
Contextual

Input
Mouse

Units and structures in game can be improved by purchasing upgrades. These


are only available once a set of required conditions are met.

Mechanic Title
Movement
mechanic

Applies to
Player

Type
Movement

Availability
Always

Input
Mouse or
keyboard

Details
Using the mouse the player can scroll across the map to different areas to get a
full view of the battlefield.

Mechanic Title
Attack

Applies to
Player units

Type
Attack

Availability
Contextual

Input
Mouse

Details
When targeting an enemy unit or structure with the mouse it's possible to tell
any units currently selected to attack that structure or unit.

Mechanic Title
Menu

Applies to
Game world

Type
Menu

Availability
Always

Input
Keyboard , Esc
key / mouse

Details
The menu system allows to leave matches or save games, by pressing the
escape key.

Mechanic Title
Victory
mechanic
Details

Applies to
Game world

Type
Victory

Availability
Global

Input
Mouse

When the player character defeats the enemy's main construction building and
all of his construction units, the game ends, and victory is given.

The following apply to Bolt Ps3


Mechanic Title
Jump / Double
jump

Applies to
Player
character

Type
Movement

Availability
Always

Input
X button
X,X Button

Details
Pressing the X button allows the player character to perform a jump, press it
twice for a double jump.

Mechanic Title
Enhanced
vision

Applies to
Player
character

Type
Vision based

Availability
Always

Input
Triangle
button

Details
The player character can press the Triangle button in order to activate enhanced
vision.

Mechanic Title
Wheelbar

Applies to
Player
character

Type
Movement

Availability
Contextual

Input
Circle button

Details
By pressing the circle button next to certain pipes and railings it's possible for
the player to activate a wheelbar (??) and use to travel across short distances
fast. Circle button also detaches the wheelbar.

Mechanic Title
Sneak

Applies to
Player
character

Type
Movement

Availability
Always

Input
R1 button

Details
The player character can sneak around locations quietly , by holding the R1
button down on the controller

The following apply to Command and Conquer Renegade.


Mechanic Title
Basic look
mechanic

Applies to
Player
character

Type
View

Availability
always

Input
mouse

Details
Moving the mouse cursor around, moves the central point of the player
characters field of vision within the game.

Mechanic Title
Objective
tracker

Applies to
Player
characters
HUD

Type
Navigation

Availability
contextual

Input
n/a

Details
The location of the primary, secondary or hidden objective is displayed on the
minimap in game. Upon reaching an objective, it will vanish from the radar and
be replaced by a new objective marker. A green marker is a primary objective.

Mechanic Title
Opening
locked doors
Details

Applies to
Player
character

Type
Action

Availability
contextual

Input
n/a

The player character is required to have the appropriate level of clearance to


enter colour coded locked doors. Green key cards for green doors, yellow key
cards for yellow doors, and red key cards for red doors. The doors will open
automatically when approached with the correct key card.

Mechanic Title
Damage
mechanic
Details

Applies to
Player
character

Type
Damage

Availability
Mathematical
/ contextual

Input
n/a

When the player character is shot by an enemy player he loses health. Damage
is reduced by the use of body armour. Further information not specified.

Mechanic Title
Basic
movement
Details

Applies to
Player
character

Type
movement

Availability
Always

Input
W,A,S,D keys

Basic movement consists of walking forwards and backwards, strafing left and
right, controls can be customised via the control menu.

Mechanic Title
Help
mechanic

Applies to
Player
character

Type
help

Availability
always

Input
F1

Type
vertical
movement

Availability
always

Input
spacebar

Details
(not shown in video)

Mechanic Title
Jump

Applies to
Player
character

Details
Basic jump consists of moving vertically for a short amount of time before
returning to the ground, by pressing spacebar on the keyboard. The spacebar key
is customisable.

Mechanic Title
Action

Applies to
Player
character

Type
interaction

Availability
contextual

Input
E key

Details
Depending on who or what the player character is targeting the E key is used for
a variety of Action mechanics, such as talk, climb, and use equipment.

Mechanic Title
Power up

Applies to
Player
character

Type
Power up

Availability
Contextual /
mathematical

Input
n/a

Details
When the player characters health is less than the maximum, he can collect a
health pickup to replenish his health. The same mechanic applies to body armour
as well.

Mechanic Title
Weapon select

Applies to
Player
character

Type
Inventory
based

Availability
Game
economy
dependant

Input
Number keys
1-9

Details
The player character can select a weapon by pressing one of the number keys on
the keyboard; the 1 key is the basic pistol. The weapon cannot be selected when
it has no ammo.

Mechanic Title
Aim

Applies to
Player
character

Type
Aiming

Availability
Always

Input
Mouse

Details
With a weapon equipped the targeting reticule appears and allows you to aim at
anything in the game world.

Mechanic Title
Reticule

Applies to
Player
character

Type
Aiming

Availability
Always

Input
Mouse

Details
While hovering over an enemy unit with the mouse the reticule turns red, if the
player character needs to reload it will turn yellow, or if there is no valid target it
remains green.

Mechanic Title
Firing

Applies to
Player
character

Type
attack

Availability
Always

Input
Left mouse
button

Details
With a weapon equipped the left mouse button causes the gun to fire, and
damage enemy units within the targeting reticule.

Mechanic Title
Zoom

Applies to
Sniper rifle

Type
Zoom

Availability
always

Input
Right mouse
button, mouse
wheel

Details
The sniper rifle can be zoomed in for long distance combat by using the right
mouse button to engage scope, and the mouse wheel to zoom in or out.

Mechanic Title
Reload

Applies to
Player
character

Type
Reload

Availability
contextual

Input
R key

Details
By pressing the R key the currently equipped weapon can be reloaded. The
ammo in the weapon must be less than the maximum capacity to be able to
reload.

Mechanic Title
Enter Vehicle

Applies to
Player
character

Type
Embark

Availability
Contextual

Input
E key

Details
The player character can enter friendly vehicles on the battlefield by targeting it
with the mouse and pressing the E key to embark.

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