April 1998
- Persistant storage.... My current idea. J C Lawrence
- Persistant storage.... My current idea. J C Lawrence
- Persistant storage.... My current idea. Chris Gray
- Persistant storage.... My current idea. J C Lawrence
- Persistant storage.... My current idea. J C Lawrence
- OT: This is a test of a system config change. coder@ibm.net
- MUD Development Digest Dr. Cat
- MUD Development Digest Justin McKinnerney
- MUD Development Digest Nathan F Yospe
- MUD Development Digest Justin McKinnerney
- MUD Development Digest J C Lawrence
- MUD Development Digest J C Lawrence
- MUD Development Digest Jon A. Lambert
- MUD Development Digest Chris Gray
- MUD Development Digest J C Lawrence
- MUD Development Digest J C Lawrence
- MUD Development Digest J C Lawrence
- MUD Development Digest Ben Greear
- MUD Development Digest Jon A. Lambert
- MUD Development Digest Chris Gray
- MUD Development Digest Ben Greear
- MUD Development Digest Dr. Cat
- MUD Development Digest Ben Greear
- MUD Development Digest Justin McKinnerney
- MUD Development Digest Dr. Cat
- MUD Development Digest Justin McKinnerney
- MUD Development Digest Dr. Cat
- MUD Development Digest J C Lawrence
- MUD Development Digest Matt Chatterley
- MUD Development Digest J C Lawrence
- GRUMPS maddog@best.com
- caved in: Algorithms for for storing free space. Ben Greear
- internet connections Chris Gray
- GRUPMS? Vadim Tkachenko
- [Fwd: MUD-Dev] Richard Woolcock
- [Fwd: MUD-Dev] Nathan F Yospe
- [Fwd: MUD-Dev] coder@ibm.net
- [Fwd: MUD-Dev] Katrina McClelan
- [Fwd: MUD-Dev] Richard Woolcock
- [Fwd: MUD-Dev] J C Lawrence
- [Fwd: MUD-Dev] Travis S. Casey
- [Fwd: MUD-Dev] maddog@best.com
- [Fwd: MUD-Dev] J C Lawrence
- [Fwd: MUD-Dev] J C Lawrence
- [Fwd: MUD-Dev] Jon A. Lambert
- [Fwd: MUD-Dev] Richard Woolcock
- Meta: who dat guy, wot dat web? coder@ibm.net
- Meta: who dat guy, wot dat web? Katrina McClelan
- Meta: who dat guy, wot dat web? s001gmu@nova.wright.edu
- Meta: who dat guy, wot dat web? J C Lawrence
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- [META] Mailing lists Katrina McClelan
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- META: The web presence and wot it ain't gonna be J C Lawrence
- META: The web presence and wot it ain't gonna be Shawn Halpenny
- META: The web presence and wot it ain't gonna be J C Lawrence
- META: The web presence and wot it ain't gonna be J C Lawrence
- (fwd) code for teleport coder@ibm.net
- (fwd) code for teleport Ben Greear
- (fwd) code for teleport s001gmu@nova.wright.edu
- (fwd) code for teleport J C Lawrence
- META: Archive of Megami/Wout's list's traffic? Archive of the CC: list? J C Lawrence
- Resisting Charm or you're cute and nice, but not to die for. Jon A. Lambert
- Resisting Charm or you're cute and nice, but not to die for. s001gmu@nova.wright.edu
- Resisting Charm or you're cute and nice, but not to die for. Katrina McClelan
- Resisting Charm or you're cute and nice, but not to die for. J C Lawrence
- Genetic Algorithms Jon A. Lambert
- MUD Development Digest J C Lawrence
- MUD Development Digest Alex Oren
- MUD Development Digest Chris Gray
- MUD Development Digest Jon Leonard
- MUD Development Digest Jon A. Lambert
- Resisting Charm or you're cute and nice, but not Jon A. Lambert
- Unreal J C Lawrence
- META: The web archives are up for review (alpha 1) J C Lawrence
- META: Archive of Megami/Wout's list's traffic? Archive of Alex Oren
- RGMA Alex Oren
- META: That bloke Yaltec. Khan one
- META: That bloke Yaltec. J C Lawrence
- a fruitful exchange on classlessness in r.g.m.admin Cimri
- MAGE 2 MAGE v. 0.88 J C Lawrence
- META: membership (was a fruitful exchange on classlessness in r.g.m.admin) coder@ibm.net
- META: Archive of Megami/Wout's list's traffic? Archive of Wout Mertens
- (fwd) Development of new code base coder@ibm.net
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- Seductions of Sim: Policy as a Simulation J C Lawrence
- META: membership (was a fruitful exchange on clas Jon A. Lambert
- Resisting Charm or you're cute and nice, but not t Jon A. Lambert
- META: Web futures and the demise of MUD civilisation as we know it. coder@ibm.net
- There can be.. only ONE! Matt Chatterley
- There can be.. only ONE! Caliban Tiresias Darklock
- There can be.. only ONE! Matt Chatterley
- There can be.. only ONE! J C Lawrence
- There can be.. only ONE! Richard Woolcock
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- There can be.. only ONE! Vadim Tkachenko
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- There can be.. only ONE! Matt Chatterley
- There can be.. only ONE! J C Lawrence
- There can be.. only ONE! Ling
- There can be.. only ONE! Matt Chatterley
- There can be.. only ONE! J C Lawrence
- There can be.. only ONE! Matt Chatterley
- There can be.. only ONE! J C Lawrence
- There can be.. only ONE! J C Lawrence
- OT: Caballah [was Character development] Alex Oren
- OT: Caballah [was Character development] Caliban Tiresias Darklock
- OT: Caballah [was Character development] Vadim Tkachenko
- OT: Caballah [was Character development] Vadim Tkachenko
- OT: Caballah [was Character development] Marian Griffith
- OT: Caballah [was Character development] Jon A. Lambert
- Personality modelling Oliver Jowett
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- META: membership Holly Sommer
- META: membership Cimri
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- META: membership Katrina McClelan
- META: Other mailing lists Alex Oren
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- META: Web site backgrounds and readability Cimri
- META: Web site backgrounds and readability Holly Sommer
- META: Web site backgrounds and readability plateau
- META: Web site backgrounds and readability Vadim Tkachenko
- META: Web site backgrounds and readability Caliban Tiresias Darklock
- META: Web site backgrounds and readability Vadim Tkachenko
- META: Web site backgrounds and readability Greg Munt
- META: Web site backgrounds and readability J C Lawrence
- META: Web site backgrounds and readability Caliban Tiresias Darklock
- META: Web site backgrounds and readability Matt Chatterley
- META: Web site backgrounds and readability Holly Sommer
- META: Web site backgrounds and readability Jon A. Lambert
- META: Web site backgrounds and readability Caliban Tiresias Darklock
- META: Web site backgrounds and readability Jon A. Lambert
- META: Web site backgrounds and readability J C Lawrence
- META: Archive message format J C Lawrence
- (fwd) equipment J C Lawrence
From: "Alex Bertoglio" <alexb@internetcds.com>
Newsgroups: rec.games.mud.misc
Subject: Re: equipment
Date: Tue, 14 Apr 1998 12:58:04 -0700
<SNIPPED Massively>
Cimri wrote in message <6gtt2k$jpv$1@gte1.gte.net>...
>Answers below to John and Richard/KaVir
>
>- I've given thought to eq differentiation, like variations in speed
>of
> maneuvering, balance-affects, length (and practicality in various
> situations relating to range and room),
> breakage-resistance, breakage-causing, type of attack
>(puncture/thrust,
> slash, bludgeon), and so forth. Is this what you had in mind? Have
> you seen much done with this?
>
>Hmm, outta time. Let's design a whole system here, eh John?
>
>Jay // Cimri
The systems already exist. It's just a matter of taking the elements that
seem to have merit and converting them to a computer system. I have studied
various RP systems out there, GURPS, Chivary and Sorcery, Aftermath, all the
freeware systems and others. It turns out that the more unplayable or
unwieldly a system (or game element) is in Face-to-Face play, the better it
looks when computerized. The reverse seems to be true as well. Game systems
which flow nicely in live play seem somewhat sparse when modeled on a
computer.
The roleplay/"rollplay" argument goes away when the server does 28 combat
dice rolls in a few milliseconds.
A couple of things have to be decided before crafting a combat system. The
most important is the notion of real time combat verses various degrees of
auto combat. First I should say that the technical nature of my system (a
non-persistant server connection, using a HTTP webserver) mandates some
degree of auto combat. My remarks should be viewed with that understanding.
Realtime combat is something of a misnomer in computer games. We have
reached the point in single person games run locally where the ILLUSION of
real time action is now possible. What we are really seeing is a series of
preprogramed moves which are TRIGGERED by player control and the computer
adjudicates the interaction and displays the results. I remember playing
Computer Ambush on a Apple II where the turns took 20 to 80 minutes to
calculate. Put a longsword into a VR glove and wear VR goggles and then you
will have a chance (with enough horses in the hardware) to experience real
realtime. Having said that, the current crop of computer games do a great
job of simulating realtime action. The question is, is it possible to
duplicate this model over the Internet. I would suggest at this point the
answer is no. If a 25mhz local bus speed is inadequate to produce an
effective illusion, a 28k speed guarantees failure. My experience with real
time combat in online systems suggests that the only real advantage is the
ability to take 12 blows before you even know you are under attack. You can
blame it on lag but that is the nature of the internet.
On the other hand, total auto combat is boring and mindless. It guarantees
you will not blindsided by the technology in use but comes a high price. The
lack of tactics leads to the Munchkinizing (ok, a silly word) of players by
seeking better and better gear. Basically, the biggest stick wins, all
things being equal.
I propose a modified system of auto combat based on action-reaction with
manual overrides possible. Players choose combat options in advance. These
options are stored in a database and checked when a reaction is needed. Some
of these profiles include:
Readiness profile. How are weapons stored? Are they wielded in a combat
ready stance or held casually? This profile affects how you are viewed by
npc and is communicated to players without any skill-based randomization.
Choose primary weapon. Secondary weapon. Backup weapon.
Attack profile. What attack method is chosen? Change weapons if range
changes? Target ranged weapon wielder/mages first? What is desired combat
range? Flee if range cannot be attained? If weapons are changed are the
unused weapons stored or dropped?
Defense profile. Convert attack attempts in to parrys? Whimpy code. Convert
hits to fatigue (fatigue lowers stats but heals faster). Flee if weapon
breaks, shield breaks, etc.
Other elements as well. Most major elements can be controlled from the
command line. Example: [ c rp longs 1 ] translates to Change the Readiness
profile to move the sheathed longsword into hand a primary weapon in the
case of combat. If issued during combat the weapon is drawn and wielded. The
command: [ slash orc lord] (with wielded halbred) would override the Attack
profile which says use the halbred as a impaling weapon (spear end) because
you expected to meet heavily armored foes who would take more damage from
multiple impale strikes than the massive overhead slash (not a good example,
but you get the idea)
The server reports the actions of combat as it develops but the player can
interact by issuing commands like close, withdraw, attack full, etc which
change the situation and activate new triggers. As a side benefit, the
readiness profile adds to RP. A player who walks into a bar with weapons
drawn, visor down, etc. will be treated differently than if he come in with
a more peaceful affect.
Internal complexity is cool. External complexity is work.
John Bertoglio
CIO
paper.net
www.paper.net
jb@paper.net
--
J C Lawrence Internet: claw@null.net
(Contractor) Internet: coder@ibm.net
---------(*) Internet: claw@under.engr.sgi.com
...Honourary Member of Clan McFud -- Teamer's Avenging Monolith... - 3D evaluation? J C Lawrence
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- Fw: [DESIGN] Combat system Richard Woolcock
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- MAPPING: Creating a bitmaped graphic from map John Bertoglio
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- (fwd) AD: [custom graphical] whitestar Crossfire MUD J C Lawrence
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- (fwd) AD: [custom graphical] whitestar Crossfire MUD Jay Sax
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- There can be.. only ONE! (fwd) J C Lawrence
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- There can be.. only ONE! (fwd) Matt Chatterley
- There can be.. only ONE! (fwd) Jon A. Lambert
- There can be.. only ONE! (fwd) J C Lawrence
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- How to represent a 3d object... Ben Greear
- How to represent a 3d object... Oliver Jowett
- How to represent a 3d object... Ben Greear
- How to represent a 3d object... Justin McKinnerney
- How to represent a 3d object... J C Lawrence
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- META: Filtering suggestions J C Lawrence
- (fwd) AD: [custom graphical] whitestar s001gmu@nova.wright.edu
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