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Code or Die: A Game for Galactical Domination
If part of the goal is to introduce folks to the ideas of interacting with web services, then an important part of that is dealing with failure. Lots of failure.
One way to drive that point would be to introduce a small percentage chance of a non-200 class error occurring -- a "communication lost to fleet" that would necessitate the introduction of retry mechanisms.
From a gameplay standpoint, this would introduce tension when trying to retreat from battle, for example :)
This is with respect to the TODO about whether a winning navy can lose ships.
IMHO, there are two aspects of non-deterministic combat outcomes that could be stimulating in a live setting:
Perhaps, instead of a deciding a winner and subtracting ships from the loser, subtract ships from all sides with a bias towards larger fleet.
e.g. all sides lose 25% of their ships, but if the ratio between between A & B is 2:1, then A's percentage drops by 1/4 and B's increases by 1/4. Then, finally, add a fuzz factor (proportional to # of fleets involved ?)
The upside is that this can scale in a multi-party scenario -- perform the above calc between A & B, A & C, etc. for a final percentage lost.
Saw your lightning talk at pycon and wanted to try out the project. I am trying to get container version up and running. Would be great to have an instruction on the installation, startup and requirements of the project.
Hi,
We'd like to try and run this at home here in Tel Aviv. Is this ready to playtest, or is a lot more work required?
I'll submit a pull request adding the answer to README when I know it :-)
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