Idea: combat simulator

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Raybdbomb
Posts: 26
Joined: Wed Oct 24, 2012 1:53 pm

Idea: combat simulator

Post by Raybdbomb »

Formulas for mud combat are fairly (completely?) known at this point. How many times do you wonder
"Can I can take this boss with my party?" or
"What's the best build for damage per round?" or
"What's the best build for survivability in this area?" or
"Can I survive scripting here?"

I want to build a script that will let you:
1) Designate 1 or more players in your party, with race, class, stats, gear, buffs.
2) Designate 1 or more monsters, or 1 or more opponent players (maybe future state PVP simulation)

Simulate battle with a faux cap, and simulate battle X times (think 1000+), and determine averages of outcome.

Thoughts? Is this cool, or lame?


Raybdbomb
Posts: 26
Joined: Wed Oct 24, 2012 1:53 pm

Re: Idea: combat simulator

Post by Raybdbomb »

Features I'm thinking:
  • Stock race, class, gear, spells, monsters loaded (P1)
  • Create/edit/save players, which contains a race, class, stats, gear, active buffs (P1)
  • Specify other items in inventory, or max capacity (none, light, medium, etc) (P1)
  • Specify party of players 1-6 players (P1)
  • Output simulation in html-like format (P1)
  • Easy share / permalink of simulation (P1)
  • Simulation 100 times, providing summary of remaining health/mana of all players in party (P1)
  • Register/login to save history of caps, players, encounters for easy re-simulating (P1)
  • Megamud style combat specification screen where you can specify type of combat (a, aa, pu, kick, ju, spells, curses, spells), and to which mana % on spells (P1)
Lower priority, or less impactful
  • Add races, classes, gear, spells, monsters manually (P2)
  • Simulation > 100 times, providing summary (P3)
  • Import data from MME export for edited boards (P3)
  • Blood2HTML style summary of who did what damage, who took what damage (P3)
Anything else?


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syntax
Site Admin
Posts: 517
Joined: Tue Jun 02, 2009 10:02 am

Re: Idea: combat simulator

Post by syntax »

Uhm, I already did this? :D :D

http://www.mudinfo.net/download/file.ph ... &mode=view

I coded it in the huge update I did for MME last year.


Raybdbomb
Posts: 26
Joined: Wed Oct 24, 2012 1:53 pm

Re: Idea: combat simulator

Post by Raybdbomb »

nice! havent installed mme in some time...


Raybdbomb
Posts: 26
Joined: Wed Oct 24, 2012 1:53 pm

Re: Idea: combat simulator

Post by Raybdbomb »

See? I knew it was a good idea :P


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