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- From: jduffin@pnet51.orb.mn.org (Joshua Duffin)
- Newsgroups: rec.games.pbm
- Subject: Re: Galaxy: A modified battle algorithm
- Message-ID: <8856@orbit.cts.com>
- Date: 3 Jan 93 01:29:17 GMT
- Sender: news@orbit.cts.com
- Organization: People-Net [pnet51], Minneapolis, MN.
- Lines: 38
-
- amead@s.psych.uiuc.edu (Alan Mead) writes:
- >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
-
- Well, given that the current length of a game-turn is one or three years (I
- don't remember which) it's pretty hard to justify running out of time to shoot
- at each other. Making battles more involved, though, sounds like a good idea
- to me, since (as the only way to win is throw warfare now) the game will
- ultimately be resolved through combat. Given that, I think a greater level of
- detail, possible ship actions, and such would be good for the game.
-
-
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