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- Newsgroups: rec.games.pbm
- Path: sparky!uunet!wupost!uwm.edu!ux1.cso.uiuc.edu!news.cso.uiuc.edu!s.psych.uiuc.edu!amead
- From: amead@s.psych.uiuc.edu (Alan Mead)
- Subject: Re: Galaxy: A modified battle algorithm
- References: <1993Jan01.210955.9160@donau.et.tudelft.nl>
- Message-ID: <C08MHo.IAJ@news.cso.uiuc.edu>
- Sender: usenet@news.cso.uiuc.edu (Net Noise owner)
- Organization: UIUC Department of Psychology
- Date: Sat, 2 Jan 1993 17:41:47 GMT
- Lines: 26
-
- andre@duteinq.et.tudelft.nl (Andre Verwey) writes:
-
- >If the hard limit on the number of battlerounds if for example set on
- >10, a fight can end undecided. This gives the defending player the time
- >to add new products on a planet, or fly away with the remaining fleet.
-
- >How do other people think about such a change?
-
- I like it :) Notice that you would also have to modify the rules
- (code) so that "left over" combatants wouldn't bomb. Ie, currently,
- any hostile ships alive after combat will bomb.
-
- Also, *I* think the limit should depend on the number of ships. If
- there are two ships, they should get, maybe 2 shots (that is, 2 shots
- get fired, not each ships gets two shots). If is one warship and 100
- drones, there should be, maybe 50-100 shots. But if there are 100
- armed scouts on each side then I think there should only 200 shots
- (which wouldn't suffice for the two fleets to kill each other--at tech
- 1.0, [1 1 1 1 0] ships have something like a 20% chence(?) of killing
- an identical ship).
-
- I also agree that this limit seems like it would be really easy to code.
- My C is pretty shakey. I cannot make Galaxy 3.3 compile let alone alter
- it :(
-
- -alan
-