October 1997
- Carnage, scripting newbie guides Koster, Raph
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- Carnage, scripting newbie guides ##Make Nylander
- Usability and interface and who the hell is supposed to clawrenc@cup.hp.com
- 101 Spells Not Worth Memorizing clawrenc@cup.hp.com
- more classes (Usability and interface and who the Brian Price
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- Stranger in a Strange Land (was Usability and interface and Maddy
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- Stranger in a Strange Land (was Usability and interface clawrenc@cup.hp.com
- Usability and interface ... Marian Griffith
- Usability and interface ... Caliban Tiresias Darklock
- Usability and interface ... Broly
- Usability and interface ... Caliban Tiresias Darklock
- Usability and interface ... Derrick Jones
- Usability and interface ... coder@ibm.net
- Usability and interface ... Derrick Jones
- Usability and interface ... coder@ibm.net
On 26/10/97 at 06:12 PM, Derrick Jones <gunther@online1.magnus1.com> said:
>On Tue, 21 Oct 1997 coder@ibm.net wrote:
>Toughest part of the system as I see it will be to comunicate the
>information to players in a way that doesn't seem twinkish. (with the
>troll example, how would a player playing a troll know that eating a
>carrot could prove fatal? <sarcasm\> Surgeon General's Warning: If you
>are a troll, eating this product may be hazardous to your health.
></sarcasm> )
First thought: Handle it the same way you'd handle your character putting
his hand down on a burning hot stone -- automatic reaction jerks his hand
off. Should a troll attempt to eat a carrot, his first reaction is to
retch and spit it out.
>> >Not all skills have to advance/decay at the same rate. Or even at all.
>> >For the golf example, each character would have a personal maximum based
>> >on character stats, so that poor dolt would never really become good at
>> >the game, but after many, many years he wouldn't be quite so bad. If you
>> >really don't like the idea of basing maximums and advance/decay rates on
>> >player stats, determine them at the time of character creation (either
>> >random or chosen).
>>
>> For me this echoes back to the seperation of character and human player.
>> I have no problem with the character having stats which limit their
>> current ability, but I have a big problem with those stats being
>> unalterable. For me the game is more about overcoming those limitations
>> than it is working within them.
>
>Again agreed. I meant determine initially at creation. There's no
>reason why they shouldn't be able to change.
All too often I forget the body stuff. For me this is not problem: Your
body can't do something you want to do? Go get or steal a different
body...
>Back to the Golf example (I
>spend way too much time at a country club (I work there)), the main
>reason that women's tees are so far in front of men's tees (thus evidence
>that women on average drive the ball shorter than men) is that the female
>anatomy is such that ...
True, anatomy can account for a lot. There are few hourglass figured
sprinters, ballerinas, or marathon runners. Heck there are too few
hourglass figured...err...hourglasses. Yeah.
Similarly, at 6'4" I have a much tougher time putting on muscle than a
shorter fellow. Muscular strength is proportional to the cross sectional
area of a given muscle, which, given that my musceles are proportionally
longer, means that I have to grow significantly more tissue to get the
same increase in strength than, say, a dwarf. Oxygen consumption also
has some interesting curves with increased body mass, especially when
crossed with height. Then there's the basic bone strength problem....
--
J C Lawrence Internet: claw@null.net
----------(*) Internet: coder@ibm.net
...Honourary Member of Clan McFud -- Teamer's Avenging Monolith...
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- Skill Listing - Part II Jon A. Lambert
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