Spielerando

How many raids hit your camp while you were away, with a cap on the losses?

When a player returns after hours away, the game must decide what happened in the meantime, and a limit on the damage changes the real odds in a way the plain average hides. This shows how to get the true spread of outcomes for the welcome-back screen.

Why this works

A limit on damage changes the real odds: a loss that is capped can never be as large as the plain average suggests. So the honest picture is the full spread of outcomes, with the capped end counted as its own slot, and one roll against it settles the result.

When not to use it

Skip it when the player should feel the absence as a real, uncapped risk, as in a hardcore survival game, or when nothing can happen offline at all. Then either play the time out openly or freeze the world while the player is away.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 4 common mistakes and the fix
  • 37 lines of example code with 5 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "How many raids hit your camp while you were away, with a cap on the losses?" (read_entry offline-raids-capped-distribution) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP