Scoring Information - Speed, Power, Technique

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Translucent Air

Scoring Information - Speed, Power, Technique

Post by Translucent Air » Tue Feb 19, 2008 8:51 pm

General Information
The scoring formulas have been altered rather significantly from previous Advance Wars installments. Although the Speed formula has remained relatively unchanged, Power and Technique now measure their namesakes in an arguably stricter and more accurate fashion.

Each scoring criterion is now calculated using one of two respective formulas; the particular to be one is used is dependent on how well the player performed. If the player scored between 100-150 pts., his score is displayed in gold, denoting a superior achievement. If he scored below 100 pts., his score is displayed in white. When calculating scores, if the total is below 100 pts. when using the former (gold) formula, the latter (white) formula must be used to calculate the player's score.

The specific formulas and definitions for relevant terms are listed immediately below while a lengthy analysis and tips to achieve higher and/or maximum score follow afterward.
Criteria Formulae
Speed (gold) = floor { 200 - Completion Day * (100 / Speed Limit ) }

Speed (white) = floor { 100 - ( Completion Day - Speed Limit) * ( 100 / ( 3 * Speed Limit ) ) }

Completion Day = Day that mission was completed
Speed Limit = Singular day that 100 pts. can be achieved
Power (gold) = floor { [ Total of Damage Percentages + ( Number of Enemies Destroyed * 100 ) ] / Number of Attacks }

Power (white) = floor { 2 * [ Total of Damage Percentages + ( Number of Enemies Destroyed * 100 ) ] / Number of Attacks } - 100

Total of Damage Percentages = Total of all damage percentages of allied attacks made during all allied offensive turns (normalized to whole numbers)
Number of Enemies Destroyed = Number of enemies destroyed during all allied offensive turns
Number of Attacks = Number of allied attacks made during all allied offensive turns

(Note: Any counterattacks, retaliatory allied attacks made in response to attacks initiated by the enemy, do not factor directly into calculations.
However, attacks initiated by units assigned to any allied AI do update relevant terms and must be accounted for in calcuations.)
Technique (gold) = floor { 62.5 * ( Magnitude of Enemy Army / Magnitude of Allied Army ) } + 50

Technique (white) = floor { 125 * ( Magnitude of Enemy Army / Magnitude of Allied Army ) }

Magnitude of Enemy Army = Number of deployed enemy units - Number of times enemy units were joined
Magnitude of Allied Army = Number of deployed allied units + Number of allied units lost

(Note: The magnitude of the allied army includes units assigned to any allied AI.
Additionally, when making calculations for Missions 4 and 11 of Campaign, add a total of 4 to the magnitude of the enemy army.)
Criteria Analysis and Tips
Speed is the overall measure of how fast a player can complete a Campaign or Trial mission, each one with its own designated time limit. The game awards greater bonuses for each day finished before the 100-pt. speed limit than it does for each day finished after. If the 100-pt. speed limit is 5 days, finishing one day earlier before 5 days will net a larger increase in score than finishing one day earlier after 5 days.

Generally, capturing the enemy's HQ will provide for faster wins. In certain select situations, given the available resources, it can be faster to rout, however. Players should evaluate each mission accordingly.

While finishing faster will always result in a better Speed score unless the 150-pt ceiling is surpassed, finishing too fast may in fact lower the overall score due to lost chances to improve Technique and Power. While a great number of missions afford maximization of Technique and Power within the fastest time, a few unfortunately do not - something to note when attempting to maximize the overall score.

As a final remark, the 150-pt. speed limit is half that of the 100-pt. one, rounded down. If the 100-pt. speed limit is 21 days, then the player must complete the mission in 10 days or less to achieve 150 pts.
The aspect of Power measures how ruthless yet efficient a player's attacks are.

Analyzing the formula in detail, a single attack adds the amount of its Damage Percentage beneficially to the numerator but its own count detrimentally towards the denominator. So, every attack made should ideally be weighed to make additions to the numerator marginalize additions to the denominator, meaning attacking with as much firepower as possible with each attack.

Furthermore, destroying or killing a mark with an attack not only adds the Damage Percentage of the attack but also an additional 100 points to the numerator, so an effort should be made to always shoot to kill with excessive force - even if an opposing unit only has 2HP or so left. Pulling punches is ill-advised; destroying a unit with 1HP left with a 10% Damage Percentage attack might not be enough to offset the slight increase in the denominator attributed to that attack and may lower the Power score despite adding a kill.

Players should keep in mind that the HP of enemy units jointly works with terrain bonuses against a player's Power score. The more HP an enemy unit has, the better it is able to utilize terrain bonuses towards its defense. Players should strive to strike exclusively when the enemy is out in the open away from shelter or cover, compromising only when the situation calls for execution of decisive attacks.

Nonetheless, one way to counter high enemy HP and terrain bonuses without making explicit attacks - and effectively gain a small edge in Power - is through counterattacks made when enemy units attack on the enemy's offensive turn. These retaliatory and defensive allied attacks are not counted in the offense-based formula of Power, and should be used to weather down enemy units' HP to soften their defenses and make them prime targets for ruthless attacks.

To reap the most gain out this potential benefit, place units assigned to provide counterattacks at positions of high terrain bonus where enemies must attack from positions of low terrain bonus. Not only will the counterattack itself be more potent due to the counterattacker retaining more HP, but, with the enemy on lesser terrain, subsequent explicit attacks made by the player will be more effective.

Nevertheless, as less HP for an attacker means less Damage Percentage per attack, units that provided counterattacks should often not be used to initiate attacks themselves unless they still offer an overwhelming matchup. This applies to all attackers, and an effort should made to attack with units with as much HP as possible.

Taking "luck" into account, for any given attack by the allies, it is more desirable for a higher Power score that the outcome results in as little HP remaining for the targeted enemy unit on a per attack basis (some specific strategies may, however, rely on the less favorable result to be viable on the whole). In terms of practice, it's usually desired that and attack of 64% deal 7HP of damage to the enemy unit rather than 6HP, as it often allows the following attacks to be more potent - especially if the enemy unit is attempting to utilize terrain bonuses. Likewise, it is usually more desirable that allied units retain as much HP as possible for each attack by the enemy: if an enemy attacks for 27%, it's usually better that the allied units only loses 2HP. Although dependent on the number of attacks, an improvement of 1-2 points can often be had by dealing the most amount of HP damage possible through (counter)attacks and limiting the HP damage received by allied units from (counter)attacks, whether by means of luck or not. Any increase of 3 points or more usually requires entirely new actions to be made.

Lastly, due to the new situational bonuses introduced by the revised gameplay mechanics, players should attempt to make effective use of CO Zones and strategically promote units with higher firepower. Effectively promoting strategic units can mean counterintuitively swapping the order for attacks and attacking with a unit with less defense and/or firepower first (despite it taking more damage from counterattacks) to allow a unit with higher firepower to gain the kill and further increase its high firepower. While strategically assigning levels contributes usually only minor improvements (oft around 1-2 points of Power), adept utilization of CO Zones (and Powers when invoked on occasion) lends itself to opening entirely new strategic avenues that can not only significantly boost Power scores but potentially Speed and, to a lesser extent, Technique as well.

A final tip to wrap up for those aiming for that 150-pt. ceiling is that a player needs to make at least 1 "one hit knock out (OHKO)" in order to have a chance at achieving the maximum 150 points available for Power.
Technique, at its root, compares the relative size of the victorious allied army to that of the defeated enemy army. The smaller the allied army compared to the enemy's, the better the score. Nonetheless, there are a couple other aspects of gameplay that are also considered technique-related and are factored into the formula accordingly: loss of allied units and lost chances to destroy enemy units due to the enemy joining units.

Each time the enemy joins units, it's counted as a decrease in the magnitude of the enemy army by one. Every time an allied unit is lost, it's regarded as an increase in the magnitude of the allied armies by one. Both serve as detriments to the player's score, as does deploying each new allied unit. The only way to increase a player's score from a set point of play is to allow the enemy to deploy more units (if there are no deployment properties, the player's Technique score can no longer be raised from that point forward).

In summary, a few simple guidelines for the player to follow are:
  • Limit loss of allied units
  • Limit the enemy's to ability to join units
  • Limit deployment of new allied units
  • Allow the enemy to deploy as many units as possible
Additionally, though not entirely straightforward and cumbersome to utilize, specific allied movements and deployments can, at times, change the number of units the enemy deploys. Experimentation with actions of excess units nonessential to overall strategy can sometimes lead to beneficial increases in enemy deployments per given day, improving the Technique score. Once a player has devised a concrete explicit strategy, he is encouraged to vary it in fashions that do not impinge upon the necessary actions for completion, as this may not only improve Technique but possibly Power and, to a lesser extent, Speed.

As a concluding remark, on the special cases of 100-pt. and 150-pt. limits of Technique: while the magnitude of the allied army may only be 0.625 times that of the enemy's to receive 150 pts. of Technique, the magnitude of the allied army may be 1.25 times that of the enemy's to receive 100 pts. of Technique.
-Translucent Air
Last edited by Translucent Air on Sat Feb 23, 2008 9:19 pm, edited 1 time in total.

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Post by Dragonite » Wed Feb 20, 2008 1:56 am

Got it..
Looks really complicated compared to the old system..


Re: Scoring Information - Speed, Power, Technique

Post by Hitcher » Wed Feb 20, 2008 2:57 am

Sticky please.

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Post by Shift Breaker » Wed Feb 20, 2008 3:57 am

Main Site plz.
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