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Kyzrati
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Stats for the Stat God

Scattered throughout my notes from over the years were some interesting possible stats to include in our scoresheets, though some were either of uncertain value or rather involved to implement, so as optional pieces of info they'd been left by the wayside for some time. Well, following the recent reorganization I picked out all those which from a modern perspective I can see being useful for both players and myself to add them now. There were also some basic stats that were missing, like Robots Disrupted, so sure let's add that, but that's not really something to get excited about. And the new scoresheet data definitely contains some stuff to get excited about :)

Special Status Indicators

In recent versions I've been updating the HUD with indicators marking special permanent abilities, and now that it's confirmed there won't be significant changes regarding those features, it was time to also include them in the scoresheet as well. So now we have membrane/ITN/NEM info included alongside status info:

While you could glean this information from the history log, obviously it's more helpful to have it right at the top there.

(No we're not at the exciting stuff yet.)

Repaired Items

We've always had a Fabricated section of the scorehseet listing all items and robots that were fabricated across the run, including other details like their number and where/how. Another fairly common activity is repairing items, but other than raw tallies in the stats and names spread throughout the history log, there was no centralized reference for this information with the potential for extra details. The dedicated Repaired section now gives us quicker access to that info:

This also includes the percent remaining integrity at repair time, with other relevant status details.

(Still not really exciting, no, but up next we have...)

Infowar Use

We'll now have access to a detailed breakdown of the types and relative amounts of infowar used across each run, and where of course. The below data comes from a recent quick run of mine to test the system:

Only the types of infowar actually used are listed, but it monitors a total of 16 different types :D

(Run was pretty awesome actually, too bad that wasn't streamed--went on a melee rampage, got imprinted, then rampaged some more with Z-allies who helped take down a convoy which provided a bunch of proto launchers and high-powered melee weapons!)

Spare Parts

Smart Cogminds tend to carry backups for important parts, or in a more general sense simply extra replacements needed to maintain fundamental functionality such as energy (power), mobility (prop) or combat power (weapons).

Of course it's not required, and truly optimized (or supremely confident) builds might be able to get away with few to no spare parts of a given category. It all depends on goals, skill, environmental variables, plus maybe one's propensity for... greed :P

Anyway, it'll be really nice to be able to analyze what kinds of builds are bothering to carry around spare parts each each type, just how many, as well as how many of those don't end up getting up used after all (waste!).

Here you can see some real values from that same run above (here a dump upon entering Cet):

I separated out a "Tool/Special" category for things that might otherwise be misrepresented by their slot type, e.g. Datajacks or Plasma Cutters otherwise recording as "weapons," though didn't happen to pick up any in that particular run.

"Average Spare" parts is easy enough to keep track of, just intermittently checking how many currently parts of a given slot are sitting in the player's inventory.

By comparison "Unused Spares" took a while to get right, just in terms of difficulties tracking it properly across floors, or even defining it in the first place--what should count towards a stat that represents the player's long-term intent behind picking something up? In the end I established that an "unused spare part" is any attachable item which enters Cogmind's inventory and remains there for at least 25 consecutive actions, but is never actually attached and eventually gets left behind.

As such, the final determination for "unused" cannot be made until a part categorized as a spare part is either destroyed while not in inventory (temporarily dropped? just left behind?) or Cogmind leaves the map, wins, or dies. (Notice the column in the above data is empty at the time, as it is a dump rather than the end of the run.)

It'll be interesting to use these values to see just how much "inventory churn" there is across runs, and I would expect there to be more unused spares among experienced players, who are more likely to be finding better new spare parts before even having needed to employ older ones.

Influence/Alert Sources

Infowar and spare parts data already give us plenty to chew on when it comes to strategic analysis, but there's more! So far we only know just how high the alert goes on each map, and what portion of the time is spent at each level. How would you like to know just what events are contributing most to increases and decreases in that level?

For Beta 15 we have a more specific breakdown of underlying factors, 21 in all, giving a clearer picture of just how much of the alert is coming from where. Aside from simple analysis I'm sure this will also be a pretty good teaching tool as well.

Below is some sample data:

That's actually straight from the quick mini-ECA run I streamed this week, which you can find here: https://www.youtube.com/watch?v=QxfYBtNOn_Q (my desire was to actually get all of the example data from that run, but influence stats were the only that didn't subsequently undergo changes or fixes following that stream :P)

Enabling this kind of reporting required some reworking of the internal influence system code, but it was worth it, it's here, and it's fancy.

And now it is time for the next step: New legs.

Stats for the Stat God Stats for the Stat God

Comments

Hm, I don't see how the question is related if only because as described spare parts are a question of slot type, so it doesn't matter if something is a force field or seismic--they're utilities. It's just counting how many you have that you've ever/never used, or keep around on average. It has nothing to do with distinguishing unique part types and abilities from one another.

Kyzrati

is spares gonna count the force field i swap in over seismic as a spare part or would it get ignored?

saltine

Ha well that to some extent will describe the majority of lost runs, since it's hard to be 100% efficient about using up every last possibility before losing--you almost have to try in that case, so it's a question of degree, and we'll be seeing what those degrees are with real data :)

Kyzrati

Good to know I’m not the only one who dies before being able to use my spares lol.

Nebula Avali


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