Hello Federico P wrote: > Hello everybody, > my first email :)
welcome to the list ;) >> would even >> extend >> this to globules that convert for health care > > Interesting, but did you consider the exponential growth of the strongest > army? > A 100% conversion (with enough hospitals ;) ) virtually means that a 10 unit > army vs 10+1 gets killed very fast: > 10 v 11 50% + 1 > 9 v 12 3:4 ratio > 8 v 13 > 7 v 14 1:2 ratio > in just 3 steps. > > It may be fixed with a roll dice (in example 1:12 probability to obtain > control. A low value like 1:6 ratio makes this characteristic usable but > preponderant). > This may give a globworld-rule consistency to the game, i agree with that. > Not to take as a real advantage in game. > > An other solution may be to combine "health-care switch" && "fruit hunger", > this makes fruits just more powerfull as they are (IMHO just enough as is). I'm afraid you got me wrong. with inns it is this way: if a glob can't find an own inn, it goes to another team rather than starving to death. fruits are even a weaker motivation to switch but basically conversion is about survival. with hospitals i would do it the same way: a hurt* glob will seek treatment. if it can't find an own hospital it rather goes to an enemy than staying hurt**. (*) there are several levels of injury. i'm not talking about globs hurt a little but as serious as it takes to stop working. (**) here "staying hurt" looks asymmetric to "starving to death" but actually warriors not rushing to a hospital stay on the battlefield and are very likely to get killed. Regards, Leo Wandersleb _______________________________________________ glob2-devel mailing list [email protected] http://lists.nongnu.org/mailman/listinfo/glob2-devel
