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- From: kgnome@cs.concordia.ca (MATIS stephane)
- Newsgroups: rec.games.mecha
- Subject: Re: BTECH: "Efficiency" (Was: Re: MECH: Heavy Hammer)
- Message-ID: <C0AnM1.MGI@newsflash.concordia.ca>
- Date: 3 Jan 93 20:01:13 GMT
- References: <C03oy9.DvM@news.cso.uiuc.edu> <C08s53.Iu2@newsflash.concordia.ca> <1993Jan2.205601.23247@netcom.com>
- Sender: usenet@newsflash.concordia.ca (USENET News System)
- Organization: Computer Science, Concordia University, Montreal, Quebec
- Lines: 22
- Nntp-Posting-Host: rose.cs.concordia.ca
-
-
- > > Eff is measured by Total Custom Cost / Combat Value / 1000.
- >
- >
- > ][nteresting. I think I'd rather compute an efficiency value that's
- > the inverse of that, though. That is, (Combat Value * 1000) / Total
- > Unit Cost. That way, the better you are, the closer you get to 1 from
- > BELOW. Using the inverse of your equation, you get the following:
-
-
- Oh well... we in Canada think upside down :)
-
- Actuslly, I was just rtying to avoid small fractions, and
- inverted the formula. Ie, the closer you get to 1.0 or below, the better
- your design is.
-
-
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