Spielerando

Which enemy type is really dangerous, and which only looks it?

Adding up damage by enemy type praises the common ones and the average of rates is thrown off by enemies that die in a blink. This entry shows the fair way to compare how much harm each kind does while it is around.

Why this works

A danger is what you suffer while you deal with it, so harm is compared per second of dealing with the enemy. Totals alone just show which type appears most, and averaging each enemy's rate lets a brief lucky hit look huge.

When not to use it

Misleading for enemies that scare rather than hurt, or that matter by blocking the way or draining supplies. Judge those by what they cost the player in time, items or nerves.

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 3 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Which enemy type is really dangerous, and which only looks it?" (read_entry which-enemy-type-is-really-dangerous) 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