> Another bold idea is a mixture of priority and Steph's god actions:
> Money.  Buildings have to pay globs money.  The more money a building
> offers, the more likely a glob will want to work for it.
> So basically this is like priority.  But when we limit the amount of money,
> and have the player have to earn it someway ... a new game element.
> You shouldn't have too much influences on how to spend money.
> Set infinity start money and we have ordinary priority system.

Funny this is market-based approaches that are currently being investigated by 
academia on the problem of ressources allocations in multi-agent systems, for 
more informations googleing [agent market based approach] could be a starting 
point.

Have a nice day,

Steph

-- 
http://nct.ysagoon.com


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