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<H1>[MUD-Dev] Re: numbers - was Re: spellcraft</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Subject</em>: [MUD-Dev] Re: numbers - was Re: spellcraft</LI>
<LI><em>From</em>: Orion Henry &lt;<A HREF="mailto:orionz#ix,netcom.com">orionz#ix,netcom.com</A>&gt;</LI>
<LI><em>Date</em>: Fri, 25 Sep 1998 12:29:08 -0700</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
"Brandon J. Rickman" wrote:
&gt; This sounds like a thread from rgm.admin from long ago.  I have a problem
&gt; with any kind of universal continuum of character stats:
&gt; 
&gt; Does Bob's strength of 14 make him a strong Dwarf?
&gt; Is Godzilla with a strength of 235,933 strong for a Godzilla?
&gt; When can a very strong Dwarf beat a very weak Godzilla?
&gt; 
&gt; Opening these numbers up to near-MAXINT values doesn't contribute anything
&gt; helpful.  IMHO.

True, no amount resizable arrays or red and black trees will save
you from this... In fact argueing about implimentation without an
idea is fruitless.  Lets come up with an idea and THEN think
of a way to impliment it thats flexable and strong!

I'll try and get the ball rolling by posing an implimentation
to the obvious problem of strength in the context of Bob the dwarf
vs. Godzilla.

Everyone is capable of delivering an amount of force to meet an end.
Rather than giving an arbitrary number like 14 or 235,933 we could
describe the individual...

Self Power:
	Everyone has the power to move their own body weight and
then some.  We'll represent this as a number from [0.0,+inf).
1.0 means you can lift your own weight.  2.0 means you can lieft
twice.  For defence, I'm going to add a 1.0 to count in your own
body weight.  Thus a 10 pound dog named Toby still cant wrestle down
a sleeping Godzilla.

Height, Width, Thickness:
	The volume of the said individual

Volume fill:
	Only a brick would take up the total volume defined by its
dimensions.  A person would be something like 50% to 80% of the 
cube they rest in.

Density:
	1.0 for water etc...

Now we have our stats... lets see what happens:

Bob the dwarf:
Self Power: 2.0  // this is one strong dwarf
HxWxD:  1.5x0.5x0.4 meters 
Volume: 80%  // thats one thick dwarf!
Density: 1.2  // sinks in water

Godzilla: 
Self Power: 0.5  // godzilla has a cold this week
HxWxD:  40x20x15 meters  // thats about 10 stories tall, right?
Volume: 80%  // he may be small on the top but that tail kinda makes up
Density: 2.0  // so he can walk on the bottom of the ocean 

Now the math: 
1 cubic meter of water is 1000 Kg (?)

Bob : 2.0 x 1.5 x 0.5 x 0.4 x 0.8 x 1.2 x 1000 = 576Kg of weight he can
move
Godzilla : 0.5 x 40 x 20 x 15 x 0.8 x 2.0 x 1000 = 9,600,000Kg of
weight...

Now we can see that a very strong dwarf wouldnt be able touch a sleeping
Godzilla. Now there is no absatact Strength stat and we can tell at 
a glance how strong Bob is for a dwarf or Godzilla is for a big
lizard.  Encumbrance is simple to calculate ( a power of 1.0 becomes 0.5 
when you are carrying 1/2 your weight ).

Would we be better off calculating Force or Power?

The point being is that once we decide on a system THEN we have
a place to argue about its implimentation, not the other way around.

	Orion


</PRE>

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<LI><STRONG><A NAME="01206" HREF="msg01206.html">[MUD-Dev] Re: let's call it a spellcraft</A></STRONG>
<UL><LI><EM>From:</EM> "Brandon J. Rickman" &lt;ashes#pc4,zennet.com&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] Let's talk about numbers.</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
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<ul compact>
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<LI><strong><A NAME="01214" HREF="msg01214.html">[MUD-Dev] Let's talk about numbers.</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Fri 25 Sep 1998, 05:59 GMT
</LI>
</ul>
<LI><strong><A NAME="01198" HREF="msg01198.html">[MUD-Dev] Re: let's call it a spellcraft</A></strong>, 
Brandon J. Rickman <a href="mailto:ashes#pc4,zennet.com">ashes#pc4,zennet.com</a>, Thu 24 Sep 1998, 19:53 GMT
<UL>
<LI><strong><A NAME="01201" HREF="msg01201.html">[MUD-Dev] Re: let's call it a spellcraft</A></strong>, 
Adam J. Thornton <a href="mailto:adam#phoenix,Princeton.EDU">adam#phoenix,Princeton.EDU</a>, Thu 24 Sep 1998, 22:13 GMT
<UL>
<LI><strong><A NAME="01206" HREF="msg01206.html">[MUD-Dev] Re: let's call it a spellcraft</A></strong>, 
Brandon J. Rickman <a href="mailto:ashes#pc4,zennet.com">ashes#pc4,zennet.com</a>, Fri 25 Sep 1998, 02:43 GMT
<UL>
<LI><strong><A NAME="01228" HREF="msg01228.html">[MUD-Dev] Re: numbers - was Re: spellcraft</A></strong>, 
Orion Henry <a href="mailto:orionz#ix,netcom.com">orionz#ix,netcom.com</a>, Fri 25 Sep 1998, 19:28 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
<LI><strong><A NAME="01217" HREF="msg01217.html">[MUD-Dev] Let's talk about numbers.</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Fri 25 Sep 1998, 06:00 GMT
<UL>
<LI><strong><A NAME="01323" HREF="msg01323.html">[MUD-Dev] Re: Let's talk about numbers.</A></strong>, 
Brandon J. Rickman <a href="mailto:ashes#pc4,zennet.com">ashes#pc4,zennet.com</a>, Mon 28 Sep 1998, 02:52 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
</ul>
</ul>
<LI><strong><A NAME="01128" HREF="msg01128.html">[MUD-Dev] Re: let's call it a spellcraft</A></strong>, 
Travis Casey <a href="mailto:efindel#polaris,net">efindel#polaris,net</a>, Wed 23 Sep 1998, 06:56 GMT
<UL>
<LI><strong><A NAME="01129" HREF="msg01129.html">[MUD-Dev] Re: let's call it a spellcraft</A></strong>, 
James Wilson <a href="mailto:jwilson#rochester,rr.com">jwilson#rochester,rr.com</a>, Wed 23 Sep 1998, 11:56 GMT
</LI>
</UL>
</LI>
</ul>
</ul>
</ul>
</LI>
</UL></BLOCKQUOTE>

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