Balance problems: 25 points per problem (total of 50 points) 1. Imagine that we are developing a game where players can choose to use rockets, planes or dirigibles as their weapon. Here is my initial assessment of their speed, maneuverability and firepower. weapon speed maneuverability firepower rocket high low high plane medium high low dirigible low medium medium I am assuming the plane is like a WWI plane with a machine gun on it. The dirigible can carry large cannons and lots of cannonballs. The rocket has to be pointed at its target and it cannot change its course much after it is launched. It can carry a large payload, i.e., an atomic warhead. It can be used only once, so it might be better to give the player a multiple rocket launcher that can be maneuvered to point in the desired direction and fire rockets one at a time. Further assume that we have playtested the game and found that the plane and dirigible appear to be equally effective. 1a) Make a model (simple formula) that computes a weapon's effectiveness. 1b) Adjust the parameters for the weapons so that they are all equally effective. Make as few changes as possible. 2. Suppose we are developing another game where the weapons available are whips, boomarangs and slingshots. We'll assume that a 1d6 die is used to determine whether target is hit and the to-hit values are shown below. The parameters we can change to get balance are the frequency of use and the damage that will be done when target is hit. Frequency of use = 1/(number of turns between uses of weapon). So the boomerang has a frequency of use of 1/3 because it can be used only every third turn. This is because it travels slower to target than the other weapons; it returns when target is missed, but player has to go to the boomarang and retrieve it wheh target is hit. weapon frequency damage to-hit of use range: 1 2 3 4 5 whip 1 2 1 1 1 boomerang 1/3 6 1 2 3 3 4 slingshot 1 4 1 2 3 4 5 Compute average damage for each distance and weapon, and overall damage for each weapon. Make some changes to the frequency of use and possibly the damage values to make these weapons more equally effective. Try to make very few changes. Show that the changes you made have made the weapons about equally effective. If you want to show the data graphically, you can draw the graphs by hand.