yaniv-aknin / fafanalysis Goto Github PK
View Code? Open in Web Editor NEWA repository of analyses (Colab notebooks, analytical code, etc) of Forged Alliance Forever game data.
License: MIT License
A repository of analyses (Colab notebooks, analytical code, etc) of Forged Alliance Forever game data.
License: MIT License
Additional scatter plot.
Perhaps part of the scatter plot matrix too: When the first T2 factory upgrade command is issued? (or the first t2 unit is produced?)
See this discussion from FAF Zulip chat:
I think this could be another one for the scatter plot matrix, either the time from the start of the game to the first ACU upgrade, the # of acu upgrades, the nr of supporting units?
my idea is that nukes both get progressively stronger the more players you have on a map since the cost for defense increases and you can always use them. At the same time, the more player the less decisive a strike is proportionally to the amount of stuff on the map. So i wonder what story the data will tell.
I think if we want to understand what makes someone a better FAF player, one of thing things we can look at is the ratio of tanks/artillery etc. on their army mix.
I think it's worthwhile making rating categories. For example, compare 2000+ rated players vs. 1000-1500 and 1500-2000 rated players etc. (may have to slide the brackets a bit to get a clear cut-off).
To prevent it from becoming messy, we can just use army unit category: engineer/scout/tank/arti, for T2: Tank, ranged, amphibious, AA, utility (shield, flak) etc.
I've posted this as a comment on your youtube video as well, but copied here to submit as issue.
Here's a question I'd love to see answered: In 4v4 games with equal teams and full share enabled, how big is the impact of one player dieing and thereby donating his eco to the highest teammate?
My hypothesis is that one player dying early on in the game might give the highest player such an advantage with double eco, that the game is basically lost for the opposite team which scored the kill.
I expect this to be dependent on rating though, and likely the time of death as well. Nonetheless, can we say that in games with at least a 1250 average rating, where game balance is 90% or over, with a intra-team spread rating between 200 and, say, 500 points, an early death of a lower rated teammember provides a game-winning benefit to the team?
How many SCU on average for winners vs losers, per rating bracket?
I wonder if it would be possible to create some kind of heat map of all kinds of activities for any map:
load up 'open palms, 1v1 ladder games'. Select 'ACU Deaths'/T1 tank deaths/Attack commands, overcharges, factories built, etc... See heatmap of all these actions. Sliders/dropdowns to set rating ranges. Won/Lost/Either toggle etc.
How often do higher rated players upgrade their mexes vs building newer high-tier mexes (either replacing T2 for T3 mexes with lots of build power as is often done in gap matches (it's slightly more mass efficient?), or building new T2 or T3 mexes on an expansion, vs quickly building the low tier mexes and then upgrading them (gain mass quicker, but it takes time to upgrade them?).
Perhaps related: how often are buildings rebuilt over existing wrecks? (probably hard to figure out from the data).
Would be interesting to see DATA on the coop side of things for FAF on max difficulty. DATA sets I would like to see too:
-How many attempts per mission with win to loss ratio based on skill level. (If possible)
-Most played missions with skill level. (If possible)
-Time to completion with a win with skill level. (If possible)
-Missions with most failures and the one with the most wins. (If possible)
-APM used
-Reclaim
-Defensive structures built
-Game enders such as nukes, experimentals, and Artillery built. (If possible)
-RAS Support Commanders built. (If possible)
-Mass overflow over time to see how mass is used (If possible)
-Units lost with Units destroyed Ratio per skill level.
I can not remember anything else on the top of my head atm but it would be cool to see a lot data sets to see how players behave in a Coop setting. Its something that I see the least DATA on.
Another good one perhaps, how often do players assist their factories with engineers ? Assist other engineers? assist their ACU?
Radar and Subs are incredibly controversial units in FAF. There are 1500 rating players who swear you should never make radar and some 1500s who say you should always make radar. I had one guy tell me once that the reason I lost was because I made radar.
Subs are also controversial for the same reason. Some people say you should never make subs. Some say you should always make subs. These debates get pretty heated.
Novax and Harms are even more controversial for obvious reasons.
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