davidss
Posts: 343
Joined: 12/10/2009 Status: offline
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quote:
ORIGINAL: xe5 My replies in italics My outline accounts only for a primary limitation in software development - the simpler and easier any requested functionality is, the more probable it will be implemented. When I quoted your excerpt I failed to emphasize the phrase "practically speaking". Since the chief player complaint about this issue has been the inability to specify a unit's LOS/LOF in a multi-level building, I believe the main purpose in revising the game mechanics of buildings should address that concern. The other benefit would be item #2 on your list - no exit from the top floor. This all makes sense ... if that's all that can be done, so be it :) Agreed, ideally the CC engine should treat all levels of a building separately. However, the development effort required to achieve that admirable objective is far less feasible than to code my imperfect abstraction. My player "identity" seems to involve floating quasi-omniciently above the battlefield, rather than realistically only being shown only what's in my avatar's LOS, and knowing about the larger battle only via fragmentary voice and text messages. So I am not troubled by the "identity" paradox, where, in addition to various other insults to logic, a unit might operate as if it simultaneously occupied different bldg levels. Simply described ... we as CC players can observe Soldier A within a building. Soldier A is shooting out a 3rd floor window over a single story (single level) building into a field. Behind Soldier A is a friendly 57mm ATG firing out a ground level window. Then enters an enemy infantry unit that enters the building on the upper most floor (3rd floor) and fires upon the ground level 57mm ATG. Soldier A responds by turning and firing at the enemy unit (both on the 3rd floor). CC may be representing some kind of multiple floor simulation ... but it isn't something that can be logically described without purposely omitting some aspect of what is taking place. We mostly think of the ATG and infantry units engaged in battle with each other as if they were on the same floor. Nevertheless, by moving the identity of Soldier A into your personal identity "(My player "identity")" ... I believe you have actually become Wigner's Friend ... and are now subject to the following rules: "Consciousness causes collapse" The involvement of consciousness in the collapse of the wave function has been summarized thus: The rules of quantum mechanics are correct but there is only one system which may be treated with quantum mechanics, namely the entire material world. There exist external observers which cannot be treated within quantum mechanics, namely human (and perhaps animal) minds, which perform measurements on the brain causing wave function collapse.[18] This interpretation attributes the process of wave function collapse (directly, indirectly, or even partially) to consciousness itself. Specifically, a non-physical mind is postulated to be the only true measurement apparatus.[18] The consciousness causes collapse interpretation was Wigner's motivation for introducing the "Wigner's friend" thought experiment by asserting that collapse occurs at the first "conscious" observer. Wigner believed that consciousness is necessary for the quantum mechanical process. http://en.wikipedia.org/wiki/Wigner%27s_friend Did the metaphysicians of classical identity ever account for the quantum absurdities implied by the double slit? As we're being informed and entertained by CC photons, the question of what bldg level Soldier A currently occupies only requires some miniscule wave function to collapse. And much like Schrödinger's Cat, it seems like half the time Soldier A is dead whenever we look in his box I believe if Schrödinger, Einstein, or any of their colleagues took the roof off a CC box (building), and saw what was going on inside ... they would all be crushed by the weight of so much illogical interaction within such a small space
< Message edited by davidss -- 6/12/2011 10:24:40 AM >
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