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Weapon Accuracy Score is nice, but needs to go with Ship Evasion Score

Author
Eli Stan
Center for Advanced Studies
Gallente Federation
#1 - 2016-04-14 19:26:24 UTC  |  Edited by: Eli Stan
On the test server there has been the introduction of the concept of a Weapon Accuracy Score for turrets. (Thanks Ja'e.) This new number utilizes both tracking and signature resolution to create a score that's directly comparable across different turrets. Previously, a gun with 0.12 rad/s tracking could have extremely different accuracy compared to a different gun with 0.12 rad/s tracking if the two guns had extremely different signature resolutions. With this new score, a gun with 40 WAS is known to be exactly as accurate as a different gun with a 40 WAS.

However, it's now more problematic when comparing weapon accuracy to what's happening on the grid. Currently, if a pilot knows that their gun has a similar signature as their target, they know comparing the gun's tracking to the target's angular velocity is a very good indicator of the to-hit chance. With the Weapon Accuracy Score however, there's nothing about the ship that makes an easy comparison. A cruiser with 120 meter signature orbiting 1300 meters away at 200 m/s (0.15 rad/s) doesn't translate to an obvious to-hit chance when using a 40 WAS gun. Without doing some math it's not obvious whether it's 10% chance or a 90% chance. All we know is that a 90 WAS gun is more accurate than a 40 WAS gun. (It's a 32% chance to hit in this example, btw.)

My proposal is to add an "Evasion Score" as an overview column. This Evasion Score would be calculated exactly like how the Weapon Accuracy Score is calculated. That is, 40000 * angular velocity / signature. In the above cruiser example, the ship has a 51 Evasion Score, which is slightly better than the gun's 40 Weapon Accuracy Score, so it's immediately obvious the gun has less than a 50% chance to hit. (When the two scores are equal, there's a 50/50 chance to hit.) This isn't a static value that can be added to the stats since it changes depending on the ship's speed and direction, which is why it needs to be an overview column.

This will also help out with target painters, since as they dynamically effect a ship's signature radius they would dynamically effect a ship's Evasion Score. Similarly, MWD penalties would also show up on the overview. This is a very synergistic way to represent the turret chance-to-hit equation. If the above cruiser were to turn on its MWD and bloom its sig radius from 120m to 720m, it would have an Evasion Score of only 8.5, barely anything, until it was able to get up to full speed.
Robbert Smith
Center for Advanced Studies
Gallente Federation
#2 - 2016-04-14 20:56:20 UTC
While some will complain that this is dumbing down Eve, I think this has been to difficult for even veterans to understand. I laugh every time someone encourages a new bro to add transverse velocity to their overview...

I think this is a great idea.
Iain Cariaba
#3 - 2016-04-14 21:31:25 UTC
The problem with evasion score is that a good portion of that revolves around how you fly your ship. If you're flying straight at the person shooting at you, you're easy to track. If you're orbiting at 50km sniping, you're easier to hit than if you're at the same speed orbiting at 5km.

And yes, Robbert, while adding the transversal column to your overview is rather silly, it is still important to know how your transverse velocity impacts your opponent's ability to hit you.
Eli Stan
Center for Advanced Studies
Gallente Federation
#4 - 2016-04-14 21:43:22 UTC  |  Edited by: Eli Stan
Iain Cariaba wrote:
The problem with evasion score is that a good portion of that revolves around how you fly your ship. If you're flying straight at the person shooting at you, you're easy to track. If you're orbiting at 50km sniping, you're easier to hit than if you're at the same speed orbiting at 5km.
No, that's not a problem with the Evasion Score, since the Evasion Score takes that into account.

An example with a frig:
Ship signature radius: 42 m
Ship speed: 4000 m/s
Transversal speed: 0 m/s (since it's moving directly towards you)
Angular speed: 0 rad/s
Evasion Score = 40000 * 0 / 42 = 0.

So the ship has an Evasion Score of ZERO.

The Evasion Score tells you exactly what you're talking about - that is, how easy or difficult it is for your guns to track your target.

Quote:
And yes, Robbert, while adding the transversal column to your overview is rather silly, it is still important to know how your transverse velocity impacts your opponent's ability to hit you.
Indeed, but it only matters in relationship to the engagement range, which is entirely what the angular speed column tells you. So you can put on range and transversal speed and manually calculate angular speed, or you can just show the angular speed column and have it calculated for you. There is NO other use for transversal speed info.
Iain Cariaba
#5 - 2016-04-14 22:27:21 UTC  |  Edited by: Iain Cariaba
Eli Stan wrote:
Iain Cariaba wrote:
The problem with evasion score is that a good portion of that revolves around how you fly your ship. If you're flying straight at the person shooting at you, you're easy to track. If you're orbiting at 50km sniping, you're easier to hit than if you're at the same speed orbiting at 5km.
No, that's not a problem with the Evasion Score, since the Evasion Score takes that into account.

An example with a frig:
Ship signature radius: 42 m
Ship speed: 4000 m/s
Transversal speed: 0 m/s (since it's moving directly towards you)
Radial speed: 0 rad/s
Evasion Score = 40000 * 0 / 42 = 0.

So the ship has an Evasion Score of ZERO.

The Evasion Score tells you exactly what you're talking about - that is, how easy or difficult it is for your guns to track your target.

And when you change even one of those variables, the evasion score changes. You're looking at recalculating the evasion score every second for every ship on grid with every other ship in space on the entire server. That's a lot of load on the server there.

Edit: Also, the formula used to determine tracking hit chance is a lot more complex than it appears you think it is.
Edit 2: Thanks for being patient if you read the edit before this one. Smile

Eli Stan wrote:
Quote:
And yes, Robbert, while adding the transversal column to your overview is rather silly, it is still important to know how your transverse velocity impacts your opponent's ability to hit you.
Indeed, but it only matters in relationship to the engagement range, which is entirely what the radial speed column tells you. So you can put on range and transversal speed and manually calculate radial speed, or you can just show the radial speed column and have it calculated for you. There is NO other use for transversal speed info.

This is incorrect. According to the wiki on turret damage, specifically the part about the to hit equation, radial speed is how the ship is moving along the radius of the circle around your ship. AKA, it is the movement towards or away from your ship, not it's movement as it transverses the circle.

This is all for the edits for this post. Again, I apologize for the disjointed quality of this post.
Ja'e Ambraelle
Center for Advanced Studies
Gallente Federation
#6 - 2016-04-15 00:31:46 UTC
Iain Cariaba wrote:

And when you change even one of those variables, the evasion score changes. You're looking at recalculating the evasion score every second for every ship on grid with every other ship in space on the entire server. That's a lot of load on the server there.

Well that's a decision CCP has to make. The point still stands though, without an evasion rating, the accuracy score doesn't do or help much.

Iain Cariaba wrote:

This is incorrect. According to the wiki on turret damage, specifically the part about the to hit equation, radial speed is how the ship is moving along the radius of the circle around your ship. AKA, it is the movement towards or away from your ship, not it's movement as it transverses the circle.

Yeah he probably meant angular speed, we don't really care about transversal nor radial with guns.
Iain Cariaba
#7 - 2016-04-15 01:11:48 UTC  |  Edited by: Iain Cariaba
Ja'e Ambraelle wrote:
Iain Cariaba wrote:

And when you change even one of those variables, the evasion score changes. You're looking at recalculating the evasion score every second for every ship on grid with every other ship in space on the entire server. That's a lot of load on the server there.

Well that's a decision CCP has to make. The point still stands though, without an evasion rating, the accuracy score doesn't do or help much.

It's not really hard to figure out. Let's use a moderate sized fleet engagement of two fleets, one with 100 pilots and one with 101 (for ease of calculation in the example).

For one ship, the server would have to recalculate the evasion score every second as it relates to each of the 200 other ships. This has to be done using the variables from each ship, as each one can potentially be different. This then has to be repeated 200 more times, for a total of 40,200 additional operations every second on top of the work the server already does. This is just for 201 ships, this gets magnified greatly when you account for the fact that this calculation would have to be done for every single ship in space as it relates to every other ship, NPC, structure, etc. that share the same grid.

With tens of thousands of players spread over seven thousand systems, you'd be looking at adding a few million more calculations per second to servers that already have to use tidi to manage the load at times.

Edit: Oh, drones. Can't forget drones. Add 5 drones to each of the ships in the example fleets. Can you do the math to figure how many calculations it'd take to work this when you add a thousand drones into the mix?
Eli Stan
Center for Advanced Studies
Gallente Federation
#8 - 2016-04-15 01:37:32 UTC
Thanks Ja'e, I was indeed using the incorrect word. Gah. "Radial" replaced with "angular" above.

Iain, the calculation to determine the Evasion Score is incredibly simple. The client can do it millions of times per second without breaking a sweat. Its simply 40000 * angular velocity (which is already known and shown on the overview) / signature radius of target (which is also known). That's it. One multiplication, one division, zero server cycles. Easy.
Helsinki Atruin
Sebiestor Tribe
Minmatar Republic
#9 - 2016-04-15 11:53:59 UTC
Someone could probably even make this as an overlay, that works in real time, that is if it wouldn't get them banned.

Further, with the information the overview currently provides in addition to stats from the guns, ammo and ship bonuses combined with an estimate as to the targets sig radius, (you don't know if they are using shield extenders, halo implants, so this will only be an estimate) and display an estimated chance to hit.
Iain Cariaba
#10 - 2016-04-15 14:29:11 UTC
Eli Stan wrote:
Thanks Ja'e, I was indeed using the incorrect word. Gah. "Radial" replaced with "angular" above.

Iain, the calculation to determine the Evasion Score is incredibly simple. The client can do it millions of times per second without breaking a sweat. Its simply 40000 * angular velocity (which is already known and shown on the overview) / signature radius of target (which is also known). That's it. One multiplication, one division, zero server cycles. Easy.

So a server that already has to use time dilation to slow down time in game so that it can keep up with the load can suddenly handle millions of extra calculations per second on top of it's current load?
Frostys Virpio
State War Academy
Caldari State
#11 - 2016-04-15 15:00:40 UTC
Eli Stan wrote:
One multiplication, one division, zero server cycles. Easy.


TIL: calculation don't require CPU cycles.
Eli Stan
Center for Advanced Studies
Gallente Federation
#12 - 2016-04-15 16:44:44 UTC
Frostys Virpio wrote:
Eli Stan wrote:
One multiplication, one division, zero server cycles. Easy.


TIL: calculation don't require CPU cycles.


You both missed "the client" in my sentence.

And if has to be the servers that calculates (40000 * angular velocity / signature radius) and sends the results to the clients along with all the other overview data then YES I think the servers can EASILY handle that with absolutely ZERO noticeable impact to performance, even at 10% tidi. It's really an incredibly simple calculation, one multiplication and one division, and scales linearly. It's not some factorial behemoth.
Frostys Virpio
State War Academy
Caldari State
#13 - 2016-04-15 17:03:02 UTC
Eli Stan wrote:
Frostys Virpio wrote:
Eli Stan wrote:
One multiplication, one division, zero server cycles. Easy.


TIL: calculation don't require CPU cycles.


You both missed "the client" in my sentence.

And if has to be the servers that calculates (40000 * angular velocity / signature radius) and sends the results to the clients along with all the other overview data then YES I think the servers can EASILY handle that with absolutely ZERO noticeable impact to performance, even at 10% tidi. It's really an incredibly simple calculation, one multiplication and one division, and scales linearly. It's not some factorial behemoth.


It's a behemoth when you realize each entity in space has to be calculated in reference to each other entity in space on the grid since the game has no way to know who is an enemy. Those entity include everything from ship to drones and cans because they can all get shot. Hundred of entity on grid create thousands upon thousands of 1v1 relationship that has to be calculated at all time on top of what is already chocking the server.

You client side idea is also only viable if CCP accept to let the client do any calculation instead of leaving everything server side like it is right now.
Dirritat'z Demblin
University of Caille
Gallente Federation
#14 - 2016-04-15 17:19:56 UTC  |  Edited by: Dirritat'z Demblin
He talks about doing a rough,, client sided calculation from the numbers that your overview allready gives You. A number the server prop. Never needs, since it already has all the numbers. 'keep all the data serverside' is BS in this case, the graphics are not serversidet, the cycletimes you see are not serverside. The whole idea needs, indeed, 0.0000% more load to the Server. If your Machine has problems with This, stop playing eve on a comodore PET.
Frostys Virpio
State War Academy
Caldari State
#15 - 2016-04-15 17:25:52 UTC
Dirritat'z Demblin wrote:
He talks about doing a rough,, client sided calculation from the numbers that your overview allready gives You. That is, indeed, 0.0000 more load to the Server. Of your Machine has problems with This, stop playing eve on a comodore PET.


It's not like the server has to feed us all the sig radius data so our CPU can do the math right? Sending hundred if not thousand of value to each client every ticks surely won't add any load...
Ebag Trescientas
Center for Advanced Studies
Gallente Federation
#16 - 2016-04-15 17:30:17 UTC  |  Edited by: Ebag Trescientas
Frostys Virpio wrote:

It's not like the server has to feed us all the sig radius data so our CPU can do the math right? Sending hundred if not thousand of value to each client every ticks surely won't add any load...


You do know that sig size is already an available column in the overview, right?

Client already has all the data required for the calculation. No server CPU used because the calculations can be done instantly on the client side. Since it's just data being displayed to the client (and not actually used for calculation on the server, which is already being done anyway), there's zero impact to TiDi, server ticks, server CPU, or anything else (other than making the client do a very minor amount of additional work).

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Arla Sarain
#17 - 2016-04-15 17:31:12 UTC  |  Edited by: Arla Sarain
Iain Cariaba wrote:

And when you change even one of those variables, the evasion score changes. You're looking at recalculating the evasion score every second for every ship on grid with every other ship in space on the entire server. That's a lot of load on the server there.
.

Where do you think rad/s come from...?
Especially considering that rad/s is relative to the the person's ship. i.e. it's calculating that for every person with an overview, for every ship on grid.
Dirritat'z Demblin
University of Caille
Gallente Federation
#18 - 2016-04-15 17:32:21 UTC
You mean all the data we already have ready in the overview?

Yes, I'm sure it won't increase the load if the server has to send only what it already is sending.
Frostys Virpio
State War Academy
Caldari State
#19 - 2016-04-15 17:44:20 UTC
Dirritat'z Demblin wrote:
You mean all the data we already have ready in the overview?

Yes, I'm sure it won't increase the load if the server has to send only what it already is sending.


I though we only had small, medium or large and not the actual numerical value.
Ebag Trescientas
Center for Advanced Studies
Gallente Federation
#20 - 2016-04-15 17:49:48 UTC
Frostys Virpio wrote:
Dirritat'z Demblin wrote:
You mean all the data we already have ready in the overview?

Yes, I'm sure it won't increase the load if the server has to send only what it already is sending.


I though we only had small, medium or large and not the actual numerical value.



http://puu.sh/ojhG0/3523923a60.png


You can even get the sig size of stations and stars, if you want.

Want Pyfa, but with more features?

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