The combat strength parameter, which you define is very similar to the combat value in my calculation. In my analysis Combat Value = (DPS1 * HP1) / (DPS2 * HP2) / MassRatio^2. So this is essentially the ratio of combat strength between the two units. With HP1 modified by the closure damage.turinturambar42 wrote:a very god number to determine the combatstrengh of a unit is (dps/mass)*(HP/mass) it never let me down yet.
idk if the kiting calcutaion is that usefull (ofc its nice to have and very reasonable for e.g. loyalists) but for slower units pathfinding of bigger groups >10 could be a huge issue.
(were the unit numbers in you calculation dicrete or continous?)
The kiting calculation is important when the speeds and ranges are different. As I have made allowance for "free damage" as the shorter ranged unit is forced to close. Something which is further complicated with kiting and micro. If we assume that the longer ranged units are controlled by an intelligent player, then they will run away, and the closing speed will be the difference between the two units. For example. With the Titan vs. Hoplite the standard damage model yields a combat value of 3.48. Which is huge. But if we consider that the Titan has speed = 4 and Hoplite speed = 3.6. The rate of closure is only 0.4, and in the time which it takes the Titan to close from range 37 to 20, 2.4 Hoplites would have completely eliminated the Titan. So kiting makes a big difference to combat value.
For the purposes of my calculation I have assumed continuous unit numbers. Which is represented by a mass ratio modifier. I assume that the Titan is facing it's mass equivalence in other units, and I multiply the enemy DPS and HP by this ratio. For example one Titan would face one Loyalist, 1.62 Rhino or 2.4 Hoplites. This simulation doesn't take account of unit losses and hence deterioration of the enemy teams unit count or DPS over time.