November 1997
- DESIGN: ECONOMICS: Money Supply coder@ibm.net
- Less numbers, more roleplaying. coder@ibm.net
- Less numbers, more roleplaying. Caliban Tiresias Darklock
- Less numbers, more roleplaying. Marian Griffith
- Less numbers, more roleplaying. Adam Wiggins
- Less numbers, more roleplaying. coder@ibm.net
- Less numbers, more roleplaying. Marian Griffith
- Less numbers, more roleplaying. Derrick Jones
- Less numbers, more roleplaying. Marian Griffith
- Less numbers, more roleplaying. Derrick Jones
- Less numbers, more roleplaying. Richard Woolcock
- Less numbers, more roleplaying. Adam Wiggins
- Less numbers, more roleplaying. Richard Woolcock
- Less numbers, more roleplaying. Adam Wiggins
- Less numbers, more roleplaying. Derrick Jones
- Less numbers, more roleplaying. Jon Leonard
- Less numbers, more roleplaying. Adam Wiggins
- Less numbers, more roleplaying. coder@ibm.net
- Less numbers, more roleplaying. Matt Chatterley
- Less numbers, more roleplaying. coder@ibm.net
- Less numbers, more roleplaying. Matt Chatterley
On Wed, 10 Dec 1997 coder@ibm.net wrote:
> On 27/11/97 at 11:28 AM, Richard Woolcock <KaVir@dial.pipex.com> said:
> >Appologies for the length of the examples in this mail...
> >Adam Wiggins wrote:
> >>
> >> [Richard Woolcock:]
>
> >> > So called 'Intelligent' mobs should go for the weakest opponent.
> >>
> >> They should? I consider myself intelligent, yet I always consider
> >> the most dangerous opponent to be my first target in a combat
> >> situation.
>
> >Hmmmm I'm not sure now. Certainly, you'd be more worried about the most
> >dangerous opponent, but equally, which would you rather have?
>
> Run some examples thru a simulator. This is actually a non-trivial
> simultaneous equation. Some variables under consideration for each
> protagonist are:
This is interesting (I seem to be saying that a lot!). Basically the
definition of 'dangerous' is not as trivial as it sounds by this reasoning
(which makes some sense).
> How much X damages you per blow.
> How many blows from you required to remove X.
> Damage to your defences from X per blow.
> How much are X's blows affected by the damage you inflict on X?
> How much are your blows afftect by the damage X inflicts on you?
> etc...
Which means that opponents who rarely hit, but inflict high damage are
considered alongside those that hit often with small damage, and so forth,
if the averages are comparable, and so on. This generally makes life very
awkward.
> It gets even worse if the values for each of the above are actually curves
> which decay based on the state of X. It could very easily end up with the
> optimal order of attack changing ov every blow, requiring the entire
> equation set to be re-solved each time.
This could probably be tackled by integration if you have a defined
formula, and wanted a rough assessment of the total 'danger' a target
offered. I intend to approach this by simplification, and by making NPCs
attack a random target. If this begins to present problems, I will weigh
the random variables by the *size* of targets - they'll swing at larger
things more often.
Regards,
-Matt Chatterley
ICQ: 5580107
"I shall never believe that God plays dice with the world." -Einstein - Less numbers, more roleplaying. coder@ibm.net
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- SUMMARY: Skills and Skills improvement coder@ibm.net
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- SUMMARY: Mud Grammar Jon A. Lambert
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- Dynamic room descriptions Richard Woolcock
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- Guilds & Politics [was Affecting the World] Jon A. Lambert
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