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
- 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
On Sun, 2 Nov 1997, Jon A. Lambert wrote:
> On 2 Nov 97 at 15:15, Marian Griffith wrote:
> > On Sun 02 Nov, Sauron wrote:
> > > Marian wrote:
> > 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.
>
> I would believe that submission or surrender should always be an
> option. Especially in dealings with "civilized" NPCs.
> The presumption of my combat system is that PCs and NPCs become
> unconscious at 0 hit points, not dead (in general). Any automated
> combat stops allowing the PC or NPC to make a decision on whether to
> finish the kill, heal, or bind and imprison the fallen.
Yes, but there's a lot more to non-leathal combat than knocking someone
unconscious (and almost dead in this case). How about a simple tackle
(grappling), or the LAPD method of swarm-and-immobilize? I personally
think if guards rush at Bubba trying to hack him with swords, they're more
likely to kill him than arrest him.
> I'm not fond of teleport mechanisms. I'd rather the guards parade
> the captive through the streets on the way to prison. ;)
Same here. Gives a bit of recognition (positive and negative) to the
arrested. Also makes for a wonderful display when a known criminal is
brougt to justice.
> > > > 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?
> >
> The key here is whether the guards can "recognize" Bubba.
> Recognition code for PCs and NPCs seems like [a good idea] to me.
Its actually trivial if you have Universal namespaces, especially if PCs
stay within virtual memory (just a pointer to the player and save some ID
number in case of system reboots). Things really don't start to get
interesting until you add the dimension of _not_ being able to recognize
another character.
> > > > > 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.
> > >
>
> Not necessarily. It can be done in a manner that does not resemble
> programming or scripting in the traditional sense.
>
> > > 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.
>
> The PC simply becomes an NPC in the game and would return to
> "normal" daily life. The presumes you have game mechanisms to define
> and handle this sort of activity. I don't think keeping the
> connection active is a reasonable solution.
>
Thank you. I'm glad someone here realizes that characters just don't
'disappear' when the connection is severed. The problems arising from
keeping characters alive while their player is absent is what prompted the
fortress-house concept.
> > > > > 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.
> > > >
>
> What are you looking for? Guaranteeing the integrity of a
> non-violent zone?
Yes. that was the original intention, although it changed into an
interesting discussion of the game-physics involved in teleportation in a
parallel thread. I was attempting to design a 'safe haven' without
breaking down SOD with the typical:
%kill Bubba
Violence is not permitted here.
which seems to be the standard current method of approaching such a
problem.
- 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