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From: sawhite2@undergrad.math.uwaterloo.ca (Steven White)
Subject: Re: Influence Mapping:  Strategic . . .
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References: <DA9oCn.91w@actcom.co.il> <928_9506181900@rtbbs.iaf.nl> <3s818v$lij@ns1.usa1.com>
Date: Tue, 27 Jun 1995 14:25:19 GMT
Lines: 44

In article <3s818v$lij@ns1.usa1.com>, Pixelated! <pixel@usa1.com> wrote:
>While prying the lemmings from hir ankles, melle@rtbbs.iaf.nl (Melle Koning)
>said:
>
>>Then have a look at Warcraft too.
>
>>Unfortunately that game lacks AI totally. It just sends every new unit right
>>at your base.
>
>I dunno, that system can mess up your front pretty badly if the computer can
>build units faster than you.

Taking Dune, which does the same thing. (Or is Warcraft a game that has a
clue as compared to Dune?)

The problem is that one should consider the area you go through. For example,
Dune, in the last level, your enemies have likely three plus times your 
production. Pity that you can arrange killzones.  In this case, build rocket 
turrets all along the enemy's path towards you. Which is pretty well a 
straight line from their production center to your base. 

And the result of this? All the units go through, trying to do their
mission, at your base, ignoring the massive toll the kill zones make. 

There are three solutions, none which are used in Dune: 

	Finding and avoiding killzones, 
		If only perhaps taking different paths. 

	Destroying the kill zone. 
		Taking down any rocket turret you see is a good idea... 

	Determine the critical force level needed to force your way 
	through and still be able to accomplish your mission.
		So this is a case where you have to take the situation,
		and consider the casualties you will be taking, over time,
		and adding this to the 'mission' requirement.

		Of course, given all those charges in WWI, which seemed to 
		be nothing but machine gun fodder, perhaps people aren't too 
		good at it either... :)


Steven White
