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Re: Absurdly small code changes[message #344776 is a reply to message #344774] Mon, 28 March 2016 16:48 Go to previous messageGo to previous message
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Replying to two posts at once, was still writing when you posted your first answer today.

Flugente wrote on Mon, 28 March 2016 13:37

The AI selects it's gear by looking at the gear table and drawing a random item from it. There was no evaluation of how good sth. is in the first place, so these changes shouldn't make this worse.


Sorry, brainf*rt on my part. I thought that armour is subject to progress level like enemy gun choices. So the evaluation is only implicit by assignment of an item to admin/regular/elite tables.

Flugente wrote on Mon, 28 March 2016 14:44
Eh? Well, yes, we decide that then. That's our decision. Someone else might come to a different decision. I don't really understand why you want Spectra to unambiguously win over Guardian. The point is to change this so this does not happen anymore.
We now have a clearly defined progress with Kevlar -> Twaron -> Spectra. Protection and coverage gets better, penalties worse. The rest being variants or extreme outliers (EOD, Kevlar Leather). But no armour should be obsolete in every way (price is not a good counter for this - most armour comes from enemy drops anyway, so buying price is irrelevant).


I understand your point, I just don't share it completely. The original obsolescence pattern was bad, and I really like your proposal in principle. I just happen to think that switching from "a very few items supersede everything else" to "nothing is ever completely obsolete" is too much, and my proposal was aimed at "a few items supersede a few other items over time, while other items don't get obsolete".

I don't think that progress you mentioned (progress defined as getting better) is "clearly defined". When protection gets better and penalties worse, it's a judgment call if the penalties are really worth the gain. As you said, someone else may come to a different decision. For example, if you play an extremely careful and patient night-attack game and hardly ever get shot at, the penalties may outweigh the added protection. However by assigning (or leaving alone) coolness factors to items and assigning items to admin/regular/elite ItemChoices tables, that personal, subjective judgment call is now linked to objective game progress.

Quote:
I think you misunderstood silversurfer here. The AI is subject to all penalties. It just doesn't care. There is no decision process involved. Some factors, like weight, price and stealth though are irrelevant.
Thanks for the clarification.





Peace is a purely theoretical state of affairs whose existence we deduce because there have been intervals between wars.
J. Pournelle

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