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| | #3 |
| Apparently I'm a mod? Join Date: May 2001 Location: LEGITIMATE BUSINESS Gender: Posts: 13,208 Thanks: 236 Thanked 1,237 Times in 659 Posts | Solving this math problem reminds me of a puzzle! |
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| | #4 |
| Member Join Date: May 2004 Location: Not Columbia Gender: Posts: 1,976 Thanks: 92 Thanked 113 Times in 74 Posts Blog Entries: 1 | You see, Many Marios was meant to be a game of growth, discovery and expansion. Unfortunately, the game mechanics meant a player's wealth would grow exponentially, which creates imbalance within the game, as any choices besides the economically optimal ones would in time lead you to enormous disadvantages. It also meant no combat was possible, as it was impossible to make it economically relevant without making it broken. I had been pondering this situation for the last few years, and was aware that maintenance costs had to be added to prevent the players' wealths to grow without bound. Eventually, my math studies allowed me to formulate this situation with a couple of equations: N(X) = X + P*X - M(X) Where N(X) is the "new wealth" function, a function that dictates how wealth grows; X is the player's current wealth; P is a growth factor (I toyed with making P a function of X, but found that too difficult to manage, not to mention terribly unfun) and M(X) is a maintenance function that tells how much maintenance a player has to pay according to the current wealth. The whole problem was finding the correct definition for M(X) that would make player's wealths grow slower (though limitlessly) the more wealth they had. After weeks of fighting with functions I found a satisfactory solution; indeed, a customizable set of solutions. And now I'm ready to make Many Marios again. ![]() |
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| | #5 |
| Senior Member Join Date: Jul 2001 Location: The state of Denial Gender: Posts: 8,884 Thanks: 80 Thanked 198 Times in 122 Posts | Especially if you're Dyscalculaic. |
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