Re: Dying Beasts

Pierre H Pero (pepper@ecn.purdue.edu)
Mon, 17 Nov 1997 08:31:04 -0500 (EST)

Another "fix" might be a new beasmaster skill "Cull Herd"
A use of Cull Herd would weed out all the old and weak animals
making the animals that remain less apt to die.

As an example implementation, a use of "Cull Herd" would
result in a 7 percent death rate of the animals. But then none of
the surviving animal would die of natural causes for 8 turns.

But this needs protection from mixing herds.
We dont want some one culling a herd of 2 dragons. Then
mixing in a herd of 100 dragons and letting the 101 resulting
dragons get the culled benifit.

Another implementation might be to cull the herd noting
the losses. Then that many of tne next natural losses would
not occur. That is If I cull a herd of 100 dragons.
and it results in a death of 8 dragons. Then the
next 8 dragons that would of died from normal mortality, wont.

This implementation allows a parameter N for severity.
N would be the number of animals culled and some multiple
of N would be the days the command takes to execute. And
there could be a 2nd new skill "Gauge Health of Herd"
that would let a beastmaster know how many of the
Culled Deaths remain unused.

Pierre Pero pepper@ecn.purdue.edu

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