#16318
My best guess is that the secret formula is something along the lines of:
Cost = Effect * % applicable
Here are some examples:
Cost of Pinned Down = Value Randomly Stopping A personnel *100% ~=~ 1.8
So Pinned Down costs 2
Cost of Kelvin Show of Force - Value Selectively Killing A Personnel * 100% ~=~ 5.2
So Kelvin Show of Force costs 5
Obviously, there is some amount of guess work involved in using this formula in the following examples:
Agonizing Encounter = Value of Randomly Stopping A Personnel * Average Agonizing Number * 100% ~=~ 1.8 *2.5 ~=~ 4.5
Here we estimate the average Agonizing Number to be 2.5. This is just a guess.
So Agonizing Encounter costs 4
Personnel Duty = Value of Randomly Stopping A personnel * (Average Number of Personnel Stopped) * 50% = 1.8 * (~8 personnel * ~270/660 - 1) * 50% ~=~ 2.045
So Personnel Duty costs 2
Here we assume you have 8 random personnel, and I have guesstimated from Altoid's site that roughly 270/660 have either Leadership or Officer. It is a space dilemma, so it only applies Half the time.
If DeckPADD worked on Macs, I would have a much easier time doing these examples
Here are some cases where the purposed formula fails to match
An Issue of Trust = Value of Randomly Stopping A personnel * (Average Number of Personnel Stopped) * 100% = 1.8 * (~8 Personnel * ~400/660 -1) * 100% ~=~ 6.92
Whoa! I think the designers did not realize exactly how many personnel had Honor or Treachery
Necessary Execution = (Value of Selective Killing One Personnel * 50% + Value of Selectively Killing Two Personnel * 50%) * 50% ~=~ 3.9
I standy by this one. I think 4 would be more appropriate, but then it would be practically strictly better than Pursuit Just Behind
I'll restart my computer and probably post more examples
EDIT #1: Changed the counts to reflect that randomly stopping a personnel should be valued at ~1.8 not ~2.
AllenGould wrote:I think:First, I seriously doubt there is any serious formula involving anything too complicated. It is probably more like a rule of thumb.
a) a step should have been "space, planet, or dual", as it is an important part of the dilemma, and there does seem to be ample interest in it;
and
b) the "secret formula" should be released - what benefit is there in hiding it anymore? (I'm actually surprised that no-one has reverse-engineered it yet). Would make discussions about cost a lot more productive if we knew why the number was picked in the first place.
My best guess is that the secret formula is something along the lines of:
Cost = Effect * % applicable
Here are some examples:
Cost of Pinned Down = Value Randomly Stopping A personnel *100% ~=~ 1.8
So Pinned Down costs 2
Cost of Kelvin Show of Force - Value Selectively Killing A Personnel * 100% ~=~ 5.2
So Kelvin Show of Force costs 5
Obviously, there is some amount of guess work involved in using this formula in the following examples:
Agonizing Encounter = Value of Randomly Stopping A Personnel * Average Agonizing Number * 100% ~=~ 1.8 *2.5 ~=~ 4.5
Here we estimate the average Agonizing Number to be 2.5. This is just a guess.
So Agonizing Encounter costs 4
Personnel Duty = Value of Randomly Stopping A personnel * (Average Number of Personnel Stopped) * 50% = 1.8 * (~8 personnel * ~270/660 - 1) * 50% ~=~ 2.045
So Personnel Duty costs 2
Here we assume you have 8 random personnel, and I have guesstimated from Altoid's site that roughly 270/660 have either Leadership or Officer. It is a space dilemma, so it only applies Half the time.
If DeckPADD worked on Macs, I would have a much easier time doing these examples
Here are some cases where the purposed formula fails to match
An Issue of Trust = Value of Randomly Stopping A personnel * (Average Number of Personnel Stopped) * 100% = 1.8 * (~8 Personnel * ~400/660 -1) * 100% ~=~ 6.92
Whoa! I think the designers did not realize exactly how many personnel had Honor or Treachery
Necessary Execution = (Value of Selective Killing One Personnel * 50% + Value of Selectively Killing Two Personnel * 50%) * 50% ~=~ 3.9
I standy by this one. I think 4 would be more appropriate, but then it would be practically strictly better than Pursuit Just Behind
I'll restart my computer and probably post more examples
EDIT #1: Changed the counts to reflect that randomly stopping a personnel should be valued at ~1.8 not ~2.
Last edited by MilesStuntDouble on Tue Jun 03, 2008 9:18 pm, edited 1 time in total.
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