It's not a bad idea. Grade the classes on a curve-- periodically give a little extra luck to those members of a class which are doing poorest overall in the game by some simple metrics. : Conversely, give those classes which are doing the best a little curse. Throttle the amount of luck/curse applied so that the effects are slight enough that no one would really notice. However, if you were to graph the rise and fall of different classes over a long period, you might see a nice interwoven mesh of sine curves.
Check out the spirit parser for the boost project. Define your grammars and parse your way to the end of the rainbow.
It's not a bad idea. Grade the classes on a curve-- periodically give a little extra luck to those members of a class which are doing poorest overall in the game by some simple metrics. : Conversely, give those classes which are doing the best a little curse. Throttle the amount of luck/curse applied so that the effects are slight enough that no one would really notice. However, if you were to graph the rise and fall of different classes over a long period, you might see a nice interwoven mesh of sine curves.
Well, yo mama.
At least this guy has a really old web page to fight for, and that's a lot more than most people can say, especially all the starving kids in ethopia.
He should chain himself to his web server.