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Path: utzoo!linus!wivax!decvax!harpo!seismo!rlgvax!cvl!umcp-cs!mark
From: mark@umcp-cs.UUCP
Newsgroups: net.games
Subject: warp: one bug and one frill.
Message-ID: <162@umcp-cs.UUCP>
Date: Tue, 14-Jun-83 18:42:22 EDT
Article-I.D.: umcp-cs.162
Posted: Tue Jun 14 18:42:22 1983
Date-Received: Thu, 16-Jun-83 06:27:31 EDT
Organization: Univ. of Maryland, Computer Science Dept.
Lines: 29

I don't seem to have a working path to the warp author, but here
are some random thoughts:

Bug first:

	If several keys have been typed ahead (as is EXTREMELY
common) to one ship (say the enterprise), and it dies
mid-turn, the typed ahead keys should NOT apply to the base.  Input
should be flushed instead.  Alternatively when the enterprise dies
instead of automatically switching to the base still require an
explicit switch.   Commands given to a dead ship are ignored.
These fixes eliminate an unnecessary component
of chance and are more realistic of an actual remote battle situation
(I think!).

Suggestion:

	Permit time jumping.  Thus one could specify that the next
ten time ticks should be computed but undisplayed, and time should
continue 10 ticks ahead.  This would be an "at your own risk"
option-- if you die while in hiberation it's your problem.  This
would be a big win on 1200 baud (or slower) terminals while the
universe burns.

By the way, noone here has broken 300,000, but there is a (small)
cluster in the 290+ range.  Most players are below 100,000 in max
score.  How are stats elsewhere?
-- 
Mark Weiser