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<H1>Re: [MUD-Dev]  Re: Less numbers, more roleplaying.</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI>
<LI><em>Subject</em>: Re: [MUD-Dev]  Re: Less numbers, more roleplaying.</LI>
<LI><em>From</em>: <A HREF="mailto:coder#ibm,net">coder#ibm,net</A></LI>
<LI><em>Date</em>: Sat, 20 Dec 97 19:18:32 -0800</LI>
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<PRE>

On 13/12/97 at 11:29 AM, Matt Chatterley &lt;root#mpc,dyn.ml.org&gt; said: &gt;On
Fri, 12 Dec 1997 coder#ibm,net wrote:
&gt;&gt; On 11/12/97 at 12:38 PM, Matt Chatterley &lt;root#mpc,dyn.ml.org&gt; said: &gt;On
&gt;&gt; Wed, 10 Dec 1997 coder#ibm,net wrote:
&gt;&gt; &gt;&gt; On 27/11/97 at 11:28 AM, Richard Woolcock &lt;KaVir#dial,pipex.com&gt; 
&gt;&gt; &gt;&gt; &gt;Adam Wiggins wrote:
&gt;&gt; &gt;&gt; &gt;&gt; [Richard Woolcock:]

&gt;&gt; Once I get a settled and semi-stable combat design and set of curves, I'll
&gt;&gt; probably setup a basic simulator and run a few hundred million variations
&gt;&gt; thru it on spare CPU cycles while I'm at work, tabulate the results, and
&gt;&gt; slap that in a mini-DB in the game for NPC intelligences to access as
&gt;&gt; "inherited knowledge".
&gt;&gt; 
&gt;&gt; It could make for some truly nasty antagonists.  I don't even need to get
&gt;&gt; real optimal solutions -- just a "near enough" along with correct
&gt;&gt; selection of weapon/blow etc should be enough to translate minor fidos
&gt;&gt; into feared killing machines.  

&gt;Eep. This sounds astonishingly nasty.

Yup, the wonderfully neat thing about it is that its simple, obvious, and
easy to implement.  all it takes is a single massive computation load up
front to generate the tables.  I can keep the tables fairly shallow to
reserve storage space and allow corner cases to fall out as non-optimal
oversights too.

-- 
J C Lawrence                               Internet: claw#null,net
----------(*)                              Internet: coder#ibm,net
...Honourary Member of Clan McFud -- Teamer's Avenging Monolith...


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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev]  Re: Less numbers, more roleplaying.</STRONG>, <EM>(continued)</EM>
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<LI><strong><A NAME="00666" HREF="msg00666.html">Re: [MUD-Dev]  Re: Less numbers, more roleplaying.</A></strong>, 
coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Thu 11 Dec 1997, 05:00 GMT
<LI><strong><A NAME="00693" HREF="msg00693.html">Re: [MUD-Dev]  Re: Less numbers, more roleplaying.</A></strong>, 
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Thu 11 Dec 1997, 09:19 GMT
<LI><strong><A NAME="00762" HREF="msg00762.html">Re: [MUD-Dev]  Re: Less numbers, more roleplaying.</A></strong>, 
coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Sat 13 Dec 1997, 00:36 GMT
<LI><strong><A NAME="00788" HREF="msg00788.html">Re: [MUD-Dev]  Re: Less numbers, more roleplaying.</A></strong>, 
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Sat 13 Dec 1997, 19:12 GMT
<LI><strong><A NAME="00897" HREF="msg00897.html">Re: [MUD-Dev]  Re: Less numbers, more roleplaying.</A></strong>, 
coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Sun 21 Dec 1997, 03:21 GMT
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<LI><strong><A NAME="00699" HREF="msg00699.html">Re: [MUD-Dev]  Re: Less numbers, more roleplaying.</A></strong>, 
Vadim Tkachenko <a href="mailto:vadimt#4cs,com">vadimt#4cs,com</a>, Thu 11 Dec 1997, 16:55 GMT
<LI><strong><A NAME="00726" HREF="msg00726.html">Re: [MUD-Dev]  Re: Less numbers, more roleplaying.</A></strong>, 
Derrick Jones <a href="mailto:gunther#online1,magnus1.com">gunther#online1,magnus1.com</a>, Fri 12 Dec 1997, 07:13 GMT
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<LI><strong><A NAME="00423" HREF="msg00423.html">Re: [MUD-Dev]  Re: Less numbers, more roleplaying.</A></strong>, 
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Thu 27 Nov 1997, 20:38 GMT
</LI>
<LI><strong><A NAME="00415" HREF="msg00415.html">[MUD-Dev]  Re: Less numbers, more roleplaying.</A></strong>, 
Derrick Jones <a href="mailto:gunther#online1,magnus1.com">gunther#online1,magnus1.com</a>, Wed 26 Nov 1997, 07:48 GMT
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