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Re: [MUD-Dev] Re: Less numbers, more roleplaying.
On 11/12/97 at 12:38 PM, Matt Chatterley <root#mpc,dyn.ml.org> said: >On
Wed, 10 Dec 1997 coder#ibm,net wrote:
>> On 27/11/97 at 11:28 AM, Richard Woolcock <KaVir#dial,pipex.com>
>> >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).
Quite. Even more annoying is that the solutions change every time the
curves change. Given a system with percentage chances on blow, and other
semi-random side-effects, the model needs to be re-evaluated every
iteration for the optimal pattern.
>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.
Once I get a settled and semi-stable combat design and set of curves, I'll
probably setup a basic simulator and run a few hundred million variations
thru it on spare CPU cycles while I'm at work, tabulate the results, and
slap that in a mini-DB in the game for NPC intelligences to access as
"inherited knowledge".
It could make for some truly nasty antagonists. I don't even need to get
real optimal solutions -- just a "near enough" along with correct
selection of weapon/blow etc should be enough to translate minor fidos
into feared killing machines.
--
J C Lawrence Internet: claw#null,net
----------(*) Internet: coder#ibm,net
...Honourary Member of Clan McFud -- Teamer's Avenging Monolith...
- Thread context:
- Re: [MUD-Dev] Re: Less numbers, more roleplaying., (continued)
- Re: [MUD-Dev] Re: Less numbers, more roleplaying.,
coder coder#ibm,net, Thu 11 Dec 1997, 05:06 GMT
- Re: [MUD-Dev] Re: Less numbers, more roleplaying.,
Matt Chatterley root#mpc,dyn.ml.org, Thu 11 Dec 1997, 09:36 GMT
- Re: [MUD-Dev] Re: Less numbers, more roleplaying.,
coder coder#ibm,net, Thu 11 Dec 1997, 05:00 GMT
- Re: [MUD-Dev] Re: Less numbers, more roleplaying.,
Matt Chatterley root#mpc,dyn.ml.org, Thu 11 Dec 1997, 09:19 GMT
- Re: [MUD-Dev] Re: Less numbers, more roleplaying.,
coder coder#ibm,net, Sat 13 Dec 1997, 00:36 GMT
- Re: [MUD-Dev] Re: Less numbers, more roleplaying.,
Matt Chatterley root#mpc,dyn.ml.org, Sat 13 Dec 1997, 19:12 GMT
- Re: [MUD-Dev] Re: Less numbers, more roleplaying.,
coder coder#ibm,net, Sun 21 Dec 1997, 03:21 GMT
- Re: [MUD-Dev] Re: Less numbers, more roleplaying.,
Vadim Tkachenko vadimt#4cs,com, Thu 11 Dec 1997, 16:55 GMT
- Re: [MUD-Dev] Re: Less numbers, more roleplaying.,
Derrick Jones gunther#online1,magnus1.com, Fri 12 Dec 1997, 07:13 GMT
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