Re: Pathological combat examples

Kevin Davis Connery (
Thu, 22 Sep 1994 14:16:56 -0700 (PDT)

> So it's between 4-in-a-row and Smasher.

I'd still prefer a less-than-linear increase in size (for determining
which side to pick, rather than the linear way it is now) or basing
the choice of side on the ratios of attack values. Both of those
are less subject to edge effect problems, and are no more difficult
to visualize (for the player) or implement (assuming normal designs).


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