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- Newsgroups: rec.games.pbm
- Path: sparky!uunet!pipex!warwick!pavo.csi.cam.ac.uk!camcus!js138
- From: js138@cus.cam.ac.uk (John Sloan)
- Subject: Re: Galaxy: A modified battle algorithm
- Message-ID: <1993Jan3.042458.7736@infodev.cam.ac.uk>
- Sender: news@infodev.cam.ac.uk (USENET news)
- Nntp-Posting-Host: grus.cus.cam.ac.uk
- Organization: U of Cambridge, England
- References: <1993Jan01.210955.9160@donau.et.tudelft.nl> <1993Jan2.193607.28116@murdoch.acc.Virginia.EDU>
- Date: Sun, 3 Jan 1993 04:24:58 GMT
- Lines: 18
-
- In article <1993Jan2.193607.28116@murdoch.acc.Virginia.EDU>, you write:
- |> In article <1993Jan01.210955.9160@donau.et.tudelft.nl> 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.
-
- I like this idea a lot. It allows you to react to attacks more effectively.
-
- |>
- |> Indeed, it would probably be possible to produce so many small ships
- |> that a battle would never end, and the game could stalemate. You have
- |> to watch out for gotchas like this.
-
- This can be countered by having ships with large numbers of attacks.
- Alternatively, you can prevent a planet with hostile ships orbiting during the
- production phase from producing, or you could prevent ships produced from
- reaching orbit. Of these the former is probably easier to code, and possibly the
- more interesting.
-