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Question by Nikotoh · Apr 28, 2018 at 12:05 PM · aisimulationcombatsimulate

Simulating Combat Results

I have a combat system, which is currently pretty much 1 vs 1, but AI vs AI combat. Two empty gameobjects "magically" decrease eachothers HP. No collisions amt, trying to keep it simple until this is resolved.

I'm trying to make/find a system to simulate the combat results or preview the match (which is under progress, no need to answer this), but I have no knowledge of how to approach this simulation thing neither can I find anything via Google. unity+simulate always results to something simulation/rts based results.

Any tips or straight up answers for my problem?

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avatar image JxWolfe · Apr 28, 2018 at 12:25 PM 0
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Well, you could have a point system, where it's biased on weapon, health, strength, or something. Then you could add say a random number between say, -20 to 20. Then whoever has the largest number wins. Something along those lines

avatar image Captain_Pineapple · Apr 28, 2018 at 12:48 PM 0
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You should be a bit more specific about the content of your combat system. Since you are asking i guess you have some kind of physics/collision based combat?

avatar image Nikotoh Captain_Pineapple · Apr 28, 2018 at 12:58 PM 0
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Currently it's pretty much two empty gameobject smacking each other when in range. And by smacking, I mean magically decreasing others HP with cooldown on attacks. Trying to keep it simple until this is solved.

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Answer by NoDumbQuestion · Apr 28, 2018 at 01:42 PM

@Nikotoh I guess you want something like in Total War campaign auto fight battle.

For simplicity, you count all health, damage, attack speed into a value system. And an AI will have a battle point value.

The one with more points will be more likely to win like in Chess rating system

How the algorithm or correlation data graph work. You can watch your AI battle in real time for 100 rounds then figure out a balance ratio for your simulator to work.

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