Re: [Freeciv-Dev] Spies, Diplomats veterans etc.
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One thing I didn't mention. Diplchance still applies AFTER the mission is
completed. That is, it represents the chance of a spy being caught by the
civil authorities after performing it's mission.
> Although the idea of reducing hp's seems good,
> the problem i see with the following is that
> it changes dramatically the odds currently in
> place (as defined by game.diplchance which is
> no longer taken into account) in favour of a
> stronger attacker.
I know. That is deliberate - if you want to be invulnerable, then
you should be a democaracy.
> For example, a veteran
> diplomat succeeds slightly more than 4 out of 5
> against a defending diplomat - see table below:
>
> A \ D Dipl. VD/Spy Vet.Spy
> ===============================
> Dipl. 0.50 0.186 0.064
> V.D./Spy 0.814 0.50 0.263
> Vet.Spy 0.935 0.737 0.50
>
> (it is assumed that both units start with 10 hp)
>
> To fix this, game.diplchance should be taken into account
> in defensestrength (in spy_versus_spy), and the strength
> of different types of diplomat/spy should be modified.
> I have to think more before coming up with a good solution.
> Any suggestions on desirable probabilities in the above
> table is welcome (assume that game.diplchance remains 3).
Perhaps, that's why I asked for input. There probably should be a home tur\f
advantage, but it was too great previously.
> --rizos
>
>
--
Cheers Kris...
Re: [Freeciv-Dev] Spies, Diplomats veterans etc., Greg Wooledge, 1999/03/29
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