> Doesn't Blizzard have a habit of C&D-ing everything that looks
> remotely like competition?

They do, but this is going to be a simulator for raids.  You won't be
able to "play" it. If I pursue it, I would make it so you could:

- 100% AI driven fights -- you don't play it you just watch and see if
you can defeat the raid or not with pre-calculated strategy you
design.

- mock raid environments created as raid zones
- mock raid encounters mapped out and defined

- raid strategy builder
- simulate raid strategy : you watch your raid as they progress
according to your plan
- speed up or slow down the fight
- tune each player and boss during each iteration
- event programming on the fly:add a boss spell and make it cast every
cooldown during the phase. (or random)

- build a raid with real players from Armory, or stored/created
players from whichever classes you want
- assign players to groups
- assign players to tasks
- assign groups to tasks
- have zones where players should stand
- zones players should avoid
- tanking assignments
- healing assignments
- determine if players should clump together and stack or if they
should be spread out during any given phase
- kite paths
- avoidance paths
- necessary movement

- allow changes to be made to waypoints and strategies and saved as a new strat
- edit bosses
- edit adds
- trigger when things happen

- accumulate data that includes probable DPS/TPS and HPS
- raid DPS
- raid healing
- raid tanking

- simulates the raid buffs/debuffs, cooldowns

... etc

But here is the problem. In a 25 man raid, there could be over 1000
buffs and debuffs going off at once, over every player. An average of
over 20 buffs and between 1-50 debuffs could be affecting each player.
This all gets accounted for every global cooldown.

Every global cooldown there are spells and abilities that can be
triggered by each player, depending on their class and there are many
to choose from so there would need to be a kind of best priority list
weighted for situations.

Sounds complicated, but this might be easier to accomplish than
expected. SIMC has already mapped out how the spells and abilities of
WoW players are affected by each class, and that's open source so a
coder would be able to see how that part works. There is a lot of
theorycraft available for the healing and tanking of fights.

The math part is all available in numerous places. But it changes
quite regularly so it would be necessary to have it easily alterable.

Overall this would be a massive undertaking but it would be fun as
hell to put together... even if it was D&C'd. The last D&C by Blizzard
was because of the name "World of Starcraft" which is an owned
trademark by Blizzard for obvious reasons. I don't think they would
crush the guy's mod... I mean he did make it with their tools.

The audience for this type of mod would be raiders... people who raid
in World of Warcraft. They would use it to raid more effectively. This
would accompany their toolset.

We could also create an World of Warcraft Arena simulator where
different comps face off against one another.

This would ideally have a god-perspective like you look down at the
game and see what's going on as all the little insect-sized people do
their thing.

I think it would be fun to make it but I'm uncertain if this is the
right engine or not for it... or if I'll get the kind of necessary
people involved to help make it happen.

I can code and script but there are better programmers than me. I can
level design 100%. I can do all the audio for it, and textures. Would
need a modeler or these would be default ioquake models. :)

What do you guys think? :D

Scott
_______________________________________________
ioquake3 mailing list
ioquake3@lists.ioquake.org
http://lists.ioquake.org/listinfo.cgi/ioquake3-ioquake.org
By sending this message I agree to love ioquake3 and libsdl.

Reply via email to