Player Interaction

David desJardins (
Fri, 21 Oct 1994 12:46:07 -0400

> Do people think this would be a useful mechanism?

I don't understand it in enough detail to know. Is that the _entire_
set of orders that both units are entering for the entire turn? If not,
it's too easy to spoof. If so, it would be a very cumbersome mechanism.
And how would you handle continuing orders? I guess you could ENFORCE a
stop. It also seems like a unit might well as part of its turn want to
do other things which may or may not work, depending on the actions of
other units, so to really have a reliable enforcement, you would have to
enlarge the list of interacting units further and further, and also do a
lot of analysis to make sure that the interacting players' orders
actually do what they are supposed to do.

On the whole, I'm not sure it would work any better than trust, and just
be more complicated.

David desJardins

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