Re: Galaxy: A modified battle algorithm From: jduffin@pnet51.orb.mn.org (Joshua Duffin) Date: Sun, 03 Jan 1993 01:29:17 +0000 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. inet: jduffin@pnet51.orb.mn.org | My other account is a Porsche. uucp: {crash, tcnet}!orbit!pnet51!jduffin | Up