October 1997
- Carnage, scripting newbie guides Koster, Raph
- Carnage, scripting newbie guides Nathan Yospe
- Carnage, scripting newbie guides Chris Gray
- Carnage, scripting newbie guides ##Make Nylander
- 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
- more classes (Usability and interface and who the Matt Chatterley
- more classes (Usability and interface and who the coder@ibm.net
- Stranger in a Strange Land (was Usability and interface and Maddy
- Tablets. Ola Fosheim Grøstad
- 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
- Usability and interface ... coder@ibm.net
- Usability and interface ... Marian Griffith
- Turn-based Combat Jon A. Lambert
- Turn-based Combat Travis Casey
- Turn-based Combat John G.
- OT: I'm moving! coder@ibm.net
- (fwd) New mud release coder@ibm.net
- Riddles for games clawrenc@cup.hp.com
- Riddles for games Chris Gray
- Riddles for games coder@ibm.net
- The Trap Collection clawrenc@cup.hp.com
- Learning through failure Jon A. Lambert
- Learning through failure Maddy
- The Trap Collection - Volume II clawrenc@cup.hp.com
- THE COMPLETE GUIDE TO UNLAWFUL CARNAL KNOWLEDGE FOR FANTASY ROLE-PLAYING GAMES clawrenc@cup.hp.com
- (fwd) New MUD software wanted? coder@ibm.net
- (fwd) New MUD software wanted? Felix A. Croes
- (fwd) New MUD software wanted? coder@ibm.net
- META: File attachments as list postings. coder@ibm.net
- More Riddles... Jon A. Lambert
- More Riddles... Jon A. Lambert
- multiple intelligences Brandon J. Rickman
- multiple intelligences Travis Casey
- multiple intelligences Brandon J. Rickman
- multiple intelligences S001GMU@nova.wright.edu
- multiple intelligences Travis S. Casey
- multiple intelligences coder@ibm.net
- OT: Usability and interface and who the hell is suppo coder@ibm.net
- Fear of magic (was:Usability and interface) Derrick Jones
- Fear of magic (was:Usability and interface) Michael Hohensee
- Fear of magic (was:Usability and interface) coder@ibm.net
- The Official T$R Book of Adventure Suggestions coder@ibm.net
- Mud governance Koster, Raph
- Mud governance Felix A. Croes
- Mud governance Mike Sellers
- Mud governance Travis Casey
- Mud governance coder@ibm.net
- Mud governance Mike Sellers
- Mud governance coder@ibm.net
- Mud governance S001GMU@nova.wright.edu
- Mud governance coder@ibm.net
- Mud governance Koster, Raph
- Mud governance coder@ibm.net
- OT: Usability and interface and who the hell is su Jon A. Lambert
- Fear of magic (was:Usability and interface) Marian Griffith
- Fear of magic (was:Usability and interface) Derrick Jones
- Fear of magic (was:Usability and interface) coder@ibm.net
- Fear of magic (was:Usability and interface) Nathan Yospe
- Fear of magic (was:Usability and interface) Marian Griffith
- Fear of magic (was:Usability and interface) Sauron
- Fear of magic (was:Usability and interface) coder@ibm.net
- Fear of magic (was:Usability and interface) Marian Griffith
On Sun 02 Nov, Sauron wrote:
I wrote :)
> > I don't know about coding things but it can't be so hard to have a
> > realistic way to arrest people. It happens all the time of course?
> > You just need some way for your police to restrain people. Things
> > like shackles and handcuffs?
> coding is how you program the game to do whatever you want to do. i
> really think it would be very inefficient to have to have a guard hold
> and restrain a person, apply handcuffs and take them away.
Why? Police seems to do it daily without problems.
> my belief is
> that have the guards be set a high lvl (assuming that you are using
> levels), have them fight using the ic combat system (so that you can
> possibly defeat one, but not a whole mob), have some way to restrain the
> mage from escaping during this combat (ie hold person or have them
> "surrounded"), and when they "die", instead of being killed are
> teleported to the dungeon w/ and explanation like "the guards beat you
> until you fall unconscious. you awake alone in a dungeon cell." what
> actually happened can easily be inferred.
I would say -this- is overly complicated. Why not simply have the
guards order you to surrender. If you do so you're handcuffed and
brought to the police station. Or if you refuse you fight them for
real. They'll still arrest you if you are unconscious rather than
dead at the end of the fight. Of course if theres no more guard to
fight you can walk away.
> > > Mages present an especially problimatic scenario, as
> > > they have the option of teleporting beyond the reach of the law...
> > Why? If the police employs mages they have the same option. Or they can
> > prevent the gate from opening, or from closing behind the mage. There's
> > any number of things you can do to solve this I would think?
> but then you're being hypocritical and really endangering the suspension
> of disbelief. it becomes unreal (in the sense that realism is unto the
> game itself) because you've outlawed mages in a city, but here you are
> using other mages to keep them out.
Hypocritical? I can't quite remember how this dicussion started but
I do not believe it included outlawing magic in the city. Somebody
just complained that it was easy to control ordinary fighters that
entered the city by forcing them to abandon their weapons, but that
this obviously would not work for mages. Or at least the original
idea was that it would be impossible to do ICly.
[crime snipped]
> > Why not put a criminal on the wanted list if they run off this way. Then
> > they must disguise themselves on return or risk being recognised and ar-
> > rested next time they connect?
> this is somewhat feasible, though of course the guards would already
> know that
> Bubba is an outlaw, but you have to find some way to get players to risk
> their lives to capture him. a high reward works sometimes, but not
> always, especially w/ players not interested in money.
*shrug* Not sure if I would care to encourage players to play the
role of bounty hunters, but I would guess the principles stay the
same regardless.
> > > More realistically, just force _characters_ to remain in-game even while
> > > the players are away...It becomes difficult to balance on a PK mud, but
> > > managible if you allow players to create scripts and defences to use in
> > > place of human input.
> > That's a possibility also even though it would make it impossible for
> > somebody like me to play your game.
> why? seriously you either place your character in a "safe room" where
> they cant be attacked (if the game allows such rooms) or you leave your
> connection active (their are numerous programs out there that will
> reconnect for you if you get dumped) and it is not very hard to program
> a simple script that will run when attacked or respond by saying run a
> room, hide, when X enters, attack X, run, etc.
You're joking right? I can't afford to leave my computer connected all
day even if I wanted to. And no, things like those automatic reactions
may be simple for you but I wouldn't know how to begin. Not to mention
that I have no interest in finding out because I do not enjoy the type
of game it implies.
> > Of course nothing would prevent the patrol guards to send for a mage or
> > two to disable your magical defenses. If the city allows such defenses
> > in town in the first place. Or the mage would place a magical dome over
> > your house that prevents you from leaving?
> again the problem of employing mages being hypocritical.
...
> see usenet thread.
I have looked for that on the mails I received today but I can't find
it. Am I getting all the posts for this mail list?
> > This is always true when dealing with a mage. But it is questionable
> > if the magic should be instantaneous. That is how it works now but I
> > guess it would not be that hard to have powerfull or difficult spells
> > take time to be casted. Just make them a succession of lesser spells,
> > as has been suggested before (I believe with casting fireballs).
> it would probably be easier to code a delay based on spellcasting stats
> (whatever they may be) vs. the difficulty of the spell. so you cast,
> wait X, game checks to make sure you are still unoccupied, cast spell.
*smile* whatever suits you :)
> > > 2.) If player manages to get their character to its house, it has to
> > > be designed to prevent determined PC's from entering (protect PC's from
> > > afk PK), so a NPC won't fair all that much better.
> > Just hire a better mage?
> see above. and on a sidenote, who says there are any mages for hire?
> you're assuming this is always true, it could be considered "evil" for a
> mage to help other ppl for money, especially if they are similar to a
> priest in that they gain their powers by serving their god.
In which case you have to find a pries who is willing to banish the
"evil" protections. I am not particularly interested in the details
just in the general principle. The question was that if mages could
make themselves invulnerable to attacks from ordinary fighters, how
could to be brought to justice. This already implies that magic can
be practiced in that particular town and it also suggest that there
could be a mage or two employed by the town, to protect it against
other mages. In any remotely realistic setting mages too need a job
to earn their food, house and clothing.
> > > Basically, I'd have to create a near-omniscient, near-omnipresent, and
> > > near-omnipotent police force protecting this anti-violence zone, but such
> > > a force would by its nature overrun and control the entire mud-world to
> > > impose its doctrine of non-violence everywhere. While this could be an
> > > interesting twist to the mud's theme, its not what I'm looking for.
> > I don't understand how you arrive at this conclusion but no doubt I am
> > missing something.
> if you figure that the guards are able to overcome all of the above
> problems, this is a natural conclusion.
*shrug* not to me, but I admit not being particularly logical.
Marian
--
Yes - at last - You. I Choose you. Out of all the world,
out of all the seeking, I have found you, young sister of
my heart! You are mine and I am yours - and never again
will there be loneliness ...
Rolan Choosing Talia,
Arrows of the Queen, by Mercedes Lackey - Fear of magic (was:Usability and interface) coder@ibm.net
- Fear of magic (was:Usability and interface) Brandon J. Rickman
- Fear of magic (was:Usability and interface) Derrick Jones
- Fear of magic (was:Usability and interface) Jon A. Lambert
- Fear of magic (was:Usability and interface) Adam Wiggins
- Fear of magic (was:Usability and interface) Derrick Jones
- Fear of magic (was:Usability and interface) Derrick Jones
- Fear of magic (was:Usability and interface) Derrick Jones
- Fear of magic (was:Usability and interface) coder@ibm.net
- Fear of magic (was:Usability and interface) coder@ibm.net
- Fear of magic (was:Usability and interface) Sauron
- Fear of magic (was:Usability and interface) Marian Griffith
- Fear of magic (was:Usability and interface) Marian Griffith
- Fear of magic (was:Usability and interface) Jon A. Lambert
- Fear of magic (was:Usability and interface) coder@ibm.net
- Fear of magic (was:Usability and interface) Vadim Tkachenko
- Fear of magic (was:Usability and interface) Sauron
- Fear of magic (was:Usability and interface) Stephen Zepp
- Fear of magic (was:Usability and interface) Matt Chatterley
- Fear of magic (was:Usability and interface) Vadim Tkachenko
- Fear of magic (was:Usability and interface) Stephen Zepp
- Fear of magic (was:Usability and interface) coder@ibm.net
- Fear of magic (was:Usability and interface) Matt Chatterley
- Fear of magic (was:Usability and interface) coder@ibm.net
- Fear of magic (was:Usability and interface) Alex Oren
- Fear of magic (was:Usability and interface) Alex Oren
- Fear of magic (was:Usability and interface) Koster, Raph
- Fear of magic (was:Usability and interface) Chris Gray
- Fear of magic (was:Usability and interface) Richard Woolcock
- Fear of magic (was:Usability and interface) Stephen Zepp
- META: List burp coder@ibm.net
- To catch a mage (was fear of magic) Derrick Jones
- To catch a mage (was fear of magic) Matt Chatterley
- To catch a mage (was fear of magic) coder@ibm.net
- To catch a mage (was fear of magic) coder@ibm.net
- To catch a mage (was fear of magic) Derrick Jones
- To catch a mage (was fear of magic) coder@ibm.net
- To catch a mage (was fear of magic) Derrick Jones
- To catch a mage (was fear of magic) coder@ibm.net
- CODE RELEASE: [mush mux] Portable Space Engine v0.8.3 RELEASED! coder@ibm.net
- ANNOUNCEMENT: [graphical commercial] Mystic Realms coder@ibm.net
- CODE RELEASE: [server] New Mud Software (SunderMUD 1.0) coder@ibm.net
- string parsing Felix A. Croes
- string parsing Chris Gray
- string parsing Felix A. Croes
- string parsing Jon A. Lambert
- string parsing Felix A. Croes
- string parsing Chris Gray
- string parsing Felix A. Croes
- string parsing Chris Gray
- string parsing Felix A. Croes
- string parsing Chris Gray
- string parsing coder@ibm.net
- string parsing Felix A. Croes
- string parsing coder@ibm.net
- string parsing Chris Gray
- string parsing coder@ibm.net
- string parsing Chris Gray
- string parsing coder@ibm.net
- string parsing Jon A. Lambert
- string parsing Adam Wiggins
- string parsing Ola Fosheim Grøstad
- string parsing Chris Gray
- string parsing Felix A. Croes
- string parsing Nathan Yospe
- string parsing Felix A. Croes
- string parsing Nathan Yospe
- string parsing coder@ibm.net
- string parsing Chris Gray
- string parsing Nathan Yospe
- string parsing Chris Gray
- string parsing coder@ibm.net
- Idea: Hive-mind monster coder@ibm.net
- Idea: Hive-mind monster Adam Wiggins
- Idea: Hive-mind monster coder@ibm.net
- Idea: Hive-mind monster Sauron
- Idea: Hive-mind monster Derrick Jones
- Idea: Hive-mind monster Michael Hohensee
- Idea: Hive-mind monster Brandon J. Rickman
- Idea: Hive-mind monster coder@ibm.net
- Idea: Hive-mind monster Derrick Jones
- Idea: Hive-mind monster coder@ibm.net
- Idea: Hive-mind monster coder@ibm.net
- Idea: Hive-mind monster coder@ibm.net
- Skill Listing - Part II Jon A. Lambert
- Skill Listing - Part II Derrick Jones
- Skill Listing - Part I Jon A. Lambert
- Poison List - Part II Jon A. Lambert
- Poison List - Part III Jon A. Lambert
- Poison List - Part IV Jon A. Lambert
- Poison List - Part I Jon A. Lambert