Spielerando

Make enemy fire come in streaks without changing how often it hits

Real fights feel like bursts of hits and bursts of misses, while independent rolls look too even. Adding streaks is easy, but a naive version also shifts the overall hit rate, so the weapon tuned for a certain accuracy suddenly plays differently. The two numbers must be chosen together.

Why this works

Streaks come from each shot remembering the last one. But memory also moves the long-run result, so the chances after a hit and after a miss must be set together, so that the share of hits you tuned stays exactly where it was.

When not to use it

Skip it when enemies must be fair and readable, such as in a duel game or where players judge difficulty by a stated accuracy. Streaks then feel like cheating. Also skip it when shots are fully independent by design, like rolling dice.

In the full entry

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

Say this to your AI

Use the Spielerando entry "Make enemy fire come in streaks without changing how often it hits" (read_entry streaky-hit-chance-with-the-average-kept-fixed) 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