# Ceasar's Mind

## Prioritizing Targets

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Not sure where this belongs exactly yet, but I figured it was worth mentioning. In regards to all of these Hit Points and Damage things, there is a way to prioritize which targets you take out besides what’s most convenient and it’s simple really: Determine which unit is dealing the most damage per hit point, and kill him first.

Take for example, Halo 3. Consider you encounter the two enemies above simultaneously. The one on the left is called a Hunter, armed with a large Assault Cannon, and on the right is a Grunt, armed with a Fuel Rod Cannon. Both weapons are extremely dangerous. However, the Hunter is very difficult to kill, possessing thick armor and a large metallic shield on his left arm which no projectile can penetrate, while the Grunt is very easy to kill, possessing no armor and very little hit points.

The decision before you is this: To target the Hunter first and attempt to dodge both weapons while attempting to find a weak spot in its armor,  or to shoot at the Grunt and kill him quickly and then to fight the Hunter alone. Not much of a choice unless you like a challenge.

Mathematics tell us to take exactly the same course of action in RTS battles. Put simply, to figure out which unit to strike first, determine the DPS of all enemy units and divide it by their hit points and then strike the unit which has the highest result. Usually though, this is intuitively obvious.

Factor in Capital

In strategy games though, there is also capital. That is, while in most cases a damaged unit can be regenerated or repaired, sometimes even for no cost besides time, a dead unit stays dead, and is a permanent loss of resources. With this in mind, the priority can shift to striking the unit with the highest cost to hit point ratio.

Ultimately, it comes down to whether or not you can successfully ensure a kill. If it’s not possible, then it’s best to prioritize by damage to health ratios in order to preserve the hit points of your force. Otherwise, it’s significantly better to take out what you can and then regenerate your units before fighting again on much less level ground.

Why Cheap Units Are Still Useful

The idea of worrying about capital losses usually means trying to invest minimally in weak units since they die very easily. I’ve often wondered if I should make a new formula to adjust for this problem, making expensive units less and less cost effective. I think though that cheap units are underestimated. The one power that they have over their more expensive counterparts is that they can be in multiple places at once. Utilized correctly, this feature can overwork an enemy defense and allow you to penetrate where a more expensive force couldn’t. (The trick is to set it up so that the cheap provides provide an extra kick for your other more expensive units, making each one more powerful individually, and then striking the enemy. He’ll be unable to divert his resources as necessary since they are all centralized in expensive units.) However, this is based off of my experiences with Naval Commander, which accidentally was balanced “incorrectly” since the attack mechanism would choose a random target in range instead of focusing on the weak units, effectively making the strength of units scale linearly. I’ll have to play with the idea a little more in the future.

Written by Ceasar Bautista

2010/06/21 at 23:56