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Re: [MUD-Dev] Re: Less numbers, more roleplaying.




On 13/12/97 at 11:29 AM, Matt Chatterley <root#mpc,dyn.ml.org> said: >On
Fri, 12 Dec 1997 coder#ibm,net wrote:
>> 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:]

>> 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.  

>Eep. This sounds astonishingly nasty.

Yup, the wonderfully neat thing about it is that its simple, obvious, and
easy to implement.  all it takes is a single massive computation load up
front to generate the tables.  I can keep the tables fairly shallow to
reserve storage space and allow corner cases to fall out as non-optimal
oversights too.

-- 
J C Lawrence                               Internet: claw#null,net
----------(*)                              Internet: coder#ibm,net
...Honourary Member of Clan McFud -- Teamer's Avenging Monolith...




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