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Re: [GZG] Question: was Re: [SG3]: What if?

From: "Michael Brown" <mwsaber6@m...>
Date: Sun, 10 Feb 2008 18:58:44 -0700
Subject: Re: [GZG] Question: was Re: [SG3]: What if?

Maybe use a "Register" system like RoboRally.  Damage or failed checks
result in a "locked register", that action having to be done every turn
regardless of the situation.

Michael Brown
mwsaber6@msn.com

-----Original Message-----
From: gzg-l-bounces@lists.CSUA.Berkeley.EDU
[mailto:gzg-l-bounces@lists.CSUA.Berkeley.EDU] On Behalf Of Adrian1
Sent: Sunday, February 10, 2008 2:23 PM
To: gzg-l@lists.CSUA.Berkeley.EDU
Subject: Re: [GZG] Question: was Re: [SG3]: What if?

I remember an old method of using robots in games from my WH40K days.  
Near the beginning (yes, I am that old), they used a simple flowchart 
method for each robot or unit.	This flowchart was was designed by the 
player before the game as was the sole means of controlling the robots.

Example  It's the robots turn to move.	The robot is specialised in 
close combat (it was WH40K after all). 
		1st element - any targets in range?
			 No - advance to largest concentration of
enemies
			 Yes - advance to nearest target
		2nd element - is target is in charge range?
			 No - close with target
			 Yes - charge target.
		 3rd element - target in melee range?

It looks and works much better as a flowchart than a list but I thought 
both at the time and still that it made for rather realistic robotic 
control.  Sensor hits could result in the robots picking on entirely the

wrong targets.

Admittedly, it was more effective in a points system because each 
element cost points thus you could make a complicated flowchart but it 
would cost a lot.  I'm not sure how it's work in a system without points

unless it was based on tech level (a dumb robot, is allowed up to 5 
elements, a smarter robot can have 20 maybe).

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