July 2002
- It's About Time Dep... Food Anderson, David
- Player count threshholds (was: Text Muds vs Graphical Muds) Christopher Allen
- Neverwinter Nights (Was: The Future of MMOGs... what's next?) Daniel.Harman@barclayscapital.com
- Neverwinter Nights (Was: The Future of MMOGs... what's next?) Sasha Hart
- Neverwinter Nights (Was: The Future of MMOGs... what's next?) Valerio Santinelli
- Neverwinter Nights (Was: The Future of MMOGs... what's next?) Dave Trump
- Neverwinter Nights (Was: The Future of MMOGs... what's next?) Valerio Santinelli
- The importance of graphics Zach Collins {Siege}
- The importance of graphics brian hook
- The importance of graphics Ted L. Chen
- The importance of graphics eric
- The importance of graphics Edward Glowacki
- The importance of graphics Matthew D. Fuller
- The importance of graphics Daniel.Harman@barclayscapital.com
- The importance of graphics Damion Schubert
- The importance of graphics Kwon Ekstrom
- The importance of graphics jolon@kungfudesign.com
- The importance of graphics Matt Mihaly
- The importance of graphics Marc Bowden
- The importance of graphics Koster, Raph
- The importance of graphics VdA
- The importance of graphics Marc Bowden
- The importance of graphics jolon@kungfudesign.com
- The importance of graphics caduvall@glue.umd.edu
- The importance of graphics Matt Mihaly
- The importance of graphics Michael R. Estepp
- Completed Article Series at Skotos Shannon Appelcline
- NWN upping the ante? Or is that too much to ask? Azeraab
- NWN upping the ante? Or is that too much to ask? Matt Chatterley
- Crafting/Creation systems Paul Boyle
- Crafting/Creation systems eric
- Crafting/Creation systems cooper
- Crafting/Creation systems cheesecrow@mail.ru
- Crafting/Creation systems Matt Mihaly
- Crafting/Creation systems Aaron "the mad man" Weeks
- Crafting/Creation systems Peter Tyson
- Crafting/Creation systems Paul Boyle
- Crafting/Creation systems lynx@lynx.purrsia.com
- Crafting/Creation systems John Buehler
- Crafting/Creation systems shren
- Crafting/Creation systems Jeff Lindsey
- Crafting/Creation systems Ron Gabbard
- Crafting/Creation systems John Buehler
- Crafting/Creation systems Ron Gabbard
- Crafting/Creation systems Dave Rickey
- Crafting/Creation systems Ron Gabbard
- Crafting/Creation systems Dave Rickey
- Crafting/Creation systems Vincent Archer
- Crafting/Creation systems Matt Mihaly
- Crafting/Creation systems Ron Gabbard
- Crafting/Creation systems Brandon J. Van Every
- Crafting/Creation systems amanda@alfar.com
- Crafting/Creation systems Ron Gabbard
- Crafting/Creation systems Kwon Ekstrom
- Crafting/Creation systems John Buehler
- Crafting/Creation systems Damion Schubert
- Crafting/Creation systems John Buehler
- Crafting/Creation systems Dave Rickey
- Crafting/Creation systems Ron Gabbard
- Crafting/Creation systems John Buehler
- Crafting/Creation systems Damion Schubert
- Mass customization in MM***s Ron Gabbard
- Mass customization in MM***s Ted L. Chen
- Mass customization in MM***s Damion Schubert
- Mass customization in MM***s Ron Gabbard
- Mass customization in MM***s John Buehler
- Mass customization in MM***s Vincent Archer
- Mass customization in MM***s John Buehler
- Mass customization in MM***s John Robert Arras
- Mass customization in MM***s John Buehler
- Mass customization in MM***s Marian Griffith
- Mass customization in MM***s Sasha Hart
- Mass customization in MM***s lynx@lynx.purrsia.com
- Mass customization in MM***s Ron Gabbard
- Mass customization in MM***s lynx@lynx.purrsia.com
- Mass customization in MM***s John Buehler
- Mass customization in MM***s Damion Schubert
- Mass customization in MM***s Matt Mihaly
- Mass customization in MM***s John Buehler
- Mass customization in MM***s Matt Mihaly
- Mass customization in MM***s John Buehler
- Mass customization in MM***s Matt Mihaly
- Mass customization in MM***s John Buehler
- Mass customization in MM***s Matt Mihaly
- Mass customization in MM***s John Buehler
- Mass customization in MM***s Matt Mihaly
- Mass customization in MM***s Matt Mihaly
- Mass customization in MM***s Zach Collins {Siege}
- Mass customization in MM***s John Buehler
- Mass customization in MM***s Matt Mihaly
- Mass customization in MM***s Marian Griffith
- Mass customization in MM***s Travis Casey
- Mass customization in MM***s Matt Mihaly
- Mass customization in MM***s Amanda Walker
- Mass customization in MM***s Matt Mihaly
- Mass customization in MM***s Marian Griffith
- Mass customization in MM***s John Buehler
- Mass customization in MM***s Damion Schubert
- Mass customization in MM***s John Robert Arras
- Mass customization in MM***s Ron Gabbard
- Mass customization in MM***s Amanda Walker
- Mass customization in MM***s John Robert Arras
- Mass customization in MM***s Matt Mihaly
- Mass customization in MM***s Sasha Hart
- Mass customization in MM***s Matt Mihaly
- Mass customization in MM***s Sasha Hart
- Mass customization in MM***s Matt Mihaly
- Mass customization in MM***s John Robert Arras
- Mass customization in MM***s Matt Mihaly
- Mass customization in MM***s Paul E. Schwanz, II
- Mass customization in MM***s John Robert Arras
- Mass customization in MM***s Damion Schubert
- Mass customization in MM***s John Robert Arras
- Mass customization in MM***s Koster, Raph
- Mass customization in MM***s Marc LaFleur
- Mass customization in MM***s Koster, Raph
- Mass customization in MM***s Madrona Tree
- Mass customization in MM***s Marc LaFleur
- Mass customization in MM***s Koster, Raph
- Mass customization in MM***s Marc LaFleur
- Mass customization in MM***s Paul Boyle
- Mass customization in MM***s Damion Schubert
- Mass customization in MM***s Michael Tresca
- Mass customization in MM***s Brandon J. Van Every
- Mass customization in MM***s P.David
- NLP tools? Robert Zubek
- Importance of graphic in different stages of gaming Edward Glowacki
- Importance of graphic in different stages of gaming Koster, Raph
- Importance of graphic in different stages of gaming Jeff Lindsey
- Importance of graphic in different stages of gaming Damion Schubert
- Game Convention Development Survey Casbaria
- Are gratification-based (online) societies doomed to being immatu re? Koster, Raph
- Are gratification-based (online) societies doomed to being immatu re? Derek Licciardi
- Are gratification-based (online) societies doomed to being immatu re? shren
- Are gratification-based (online) societies doomed to being immatu re? Matt Mihaly
- Are gratification-based (online) societies doomed to being immatu re? Marian Griffith
- Are gratification-based (online) societies doomed to being immature? Paul Schwanz
- Are gratification-based (online) societies doomed to being immatu re? Marc LaFleur
- Salon article: "Showdown in cyberspace: Star Wars vs. The Sims" Robert Zubek
- Are gratifiction-based (online) societies doomed to being immature? Jay C.
- A Question on PvP and PK Ron Gabbard
- A Question on PvP and PK Vladimir Cole
- A Question on PvP and PK szii@sziisoft.com
- A Question on PvP and PK eric
- A Question on PvP and PK Paul Boyle
- A Question on PvP and PK Matt Mihaly
- A Question on PvP and PK Vincent Archer
- A Question on PvP and PK Jeff Lindsey
- A Question on PvP and PK Matt Mihaly
- A Question on PvP and PK Damion Schubert
- A Question on PvP and PK szii@sziisoft.com
- A Question on PvP and PK Damion Schubert
- A Question on PvP and PK Koster, Raph
- A Question on PvP and PK Derek Licciardi
- A Question on PvP and PK Lars Duening
- A Question on PvP and PK Matt Mihaly
- A Question on PvP and PK shren
- A Question on PvP and PK Dave Rickey
- A Question on PvP and PK Daniel James
- A Question on PvP and PK Sean Kelly
- A Question on PvP and PK Matt Mihaly
- A Question on PvP and PK Sean Kelly
- A Question on PvP and PK Matt Mihaly
- A Question on PvP and PK Ron Gabbard
- A Question on PvP and PK Matt Mihaly
- A Question on PvP and PK szii@sziisoft.com
- A Question on PvP and PK Lars Duening
- A Question on PvP and PK Koster, Raph
- A Question on PvP and PK Matt Mihaly
- A Question on PvP and PK Zach Collins {Siege}
- A Question on PvP and PK Kwon Ekstrom
- A Question on PvP and PK Ron Gabbard
- A Question on PvP and PK Jeff Lindsey
- A Question on PvP and PK Damion Schubert
- A Question on PvP and PK John Buehler
- A Question on PvP and PK Eli Stevens
- A Question on PvP and PK Ron Gabbard
- A Question on PvP and PK Paul Schwanz
- A Question on PvP and PK Amanda Walker
- A Question on PvP and PK Jeff Lindsey
- A Question on PvP and PK Amanda Walker
- A Question on PvP and PK Sasha Hart
- A Question on PvP and PK apollyon .
- A Question on PvP and PK Sasha Hart
- A Question on PvP and PK ghovs
- A Question on PvP and PK Dave Trump
- A Question on PvP and PK Paul Boyle
- A Question on PvP and PK Damion Schubert
- A Question on PvP and PK Moonvine
- Réf. : Mass customization in MM*** s Yannick.Jean@csst.qc.ca
- Réf. : Mass cus tomization in MM*** s Daniel.Harman@barclayscapital.com
- Réf. : Mass customization in MM*** s John Buehler
- Réf. : Mass cus tomization in MM*** s Jeff Lindsey
- Réf. : Mass customization in MM*** s John Buehler
- Réf. : Mass customization in MM*** s Damion Schubert
- Réf. : Mass cus tomization in MM*** s Jeff Lindsey
- Boring Combat (was:Mass customization in MM***s) shren
- Boring Combat (was:Mass customization in MM***s) Daniel.Harman@barclayscapital.com
- Boring Combat (was:Mass customization in MM***s) shren
- Boring Combat (was:Mass customization in MM***s) Daniel.Harman@barclayscapital.com
- Boring Combat (was:Mass customization in MM***s) Acius
- Gamasutra plans to feature MMOGs Lars Duening
- About Fencing (was: mass customisation) Marian Griffith
- About Fencing (was: mass customisation) Greg Titus
- About Fencing (was: mass customisation) Sean Kelly
- About Fencing (was: mass customisation) Greg Titus
- About Fencing (was: mass customisation) shren
- About Fencing (was: mass customisation) Dave Shepherd
- About Fencing (was: mass customisation) John Buehler
- About Fencing (was: mass customisation) Daniel.Harman@barclayscapital.com
- About Fencing (was: mass customisation) Travis Casey
- About Fencing (was: mass customisation) Jessica Mulligan
- About Fencing (was: mass customisation) Damion Schubert
- About Fencing (was: mass customisation) Koster, Raph
- About Fencing (was: mass customisation) Christopher Allen
- About Fencing (was: mass customisation) John Bertoglio
- Crafting Systems - preventing recipe decomposition? Adam
- Crafting Systems - preventing recipe decomposition? Sie Ming
- Crafting Systems - preventing recipe decomposition? Jeff Cole
- Crafting Systems - preventing recipe decomposition? Damion Schubert
- Crafting Systems - preventing recipe decomposit ion? Anderson, David
- Gratification-based MUDs luke@rocketship.com
- Rif. : Mass customization in MM*** s Daniel.Harman@barclayscapital.com
- EQ in mainstream news again... Daniel.Harman@barclayscapital.com
- TECH: Britt A. Green
- Preventing recipe decomposition (why?) Sean Kelly
- Preventing recipe decomposition (why?) Anderson, David
- Preventing recipe decomposition (why?) John Buehler
- Preventing recipe decomposition (why?) Sie Ming
- Preventing recipe decomposition (why?) Derek Licciardi
- Gossip, fiction and tactical lore Damion Schubert
- Gossip, fiction and tactical lore Sara Jensen
- Gossip, fiction and tactical lore John Buehler
- Gossip, fiction and tactical lore Matt Mihaly
- Gossip, fiction and tactical lore John Buehler
- Gossip, fiction and tactical lore Sasha Hart
- Gossip, fiction and tactical lore John Buehler
- java clients Matt Mihaly
- java clients Valerio Santinelli
- java clients Jo Dillon
- java clients Zach Collins {Siege}
- java clients Kwon Ekstrom
- java clients Daniel James
- java clients Jo Dillon
- java clients Colin Coghill
- java clients Brandon J. Van Every
- java clients Matt Mihaly
- java clients Brandon J. Van Every
- java clients Philippe Lalande
- java clients justice@softhome.net
- java clients Matt Mihaly
- java clients Daniel.Harman@barclayscapital.com
- java clients Jo Dillon
- java clients David Love
- java clients Jon A. Lambert
- java clients fred@clift.org
- java clients Lars Duening
- java clients Jon A. Lambert
- java clients justice@softhome.net
- java clients David Love
- java clients Travis Casey
- java clients bruce@cubik.org
- java clients Fred Clift
- java clients Jo Dillon
- java clients Karl Bastiman
- java clients David Yazel
- java clients Christopher Kohnert
- java clients ceo
- java clients Christopher Kohnert
- java clients ceo
- java clients Christopher Kohnert
- java clients Daniel James
- java clients ceo
- java clients Matt Mihaly
- java clients ceo
- Alternative Hit Point Systems? Jack Britt
- Alternative Hit Point Systems? Ammon Lauritzen
- Alternative Hit Point Systems? Sasha Hart
- Alternative Hit Point Systems? Trickey, Rob
- Alternative Hit Point Systems? Travis Casey
- Alternative Hit Point Systems? Anderson, David
- Alternative Hit Point Systems? Zach Collins {Siege}
- Alternative Hit Point Systems? shren
- Alternative Hit Point Systems? Daniel.Harman@barclayscapital.com
- Alternative Hit Point Systems? Mathieu Castelli
- Alternative Hit Point Systems? Travis Casey
- Alternative Hit Point Systems? Peter Harkins
- Alternative Hit Point Systems? Jack Britt
- Alternative Hit Point Systems? Sasha Hart
- Alternative Hit Point Systems? Jo Dillon
- Alternative Hit Point Systems? Bruce Mitchener
- Alternative Hit Point Systems? Sie Ming
- Alternative Hit Point Systems? Michelle Elbert
- Alternative Hit Point Systems? Paul E. Schwanz, II
From: Sie Ming <SieMing@sewardweb.com>
> At 01:39 PM 7/27/2002 -0700, Britt wrote: (assuming Sie got the
> quote right this time)
>> I was wondering if anyone had any ideas or concepts for a
>> different way of doing hit points?
> Does anyone know of a game that gives combat summaries like this?
This sounds a bit like where I'd like to go with the combat for
Magicosm, although in its current form, it is most applicable to 1v1
dueling. (Incidentally, the Castle Marrach dueling scheme over on
the fencing thread is also a good example of a combat system that is
not based on the attrition of hit points.) Here's a writeup I did
on our development website.
****************************************
I envision a couple of adversaries engaging in combat where a
relatively complex series of forms are woven together in a
challenge/response sort of manner. Only when a challenge is not met
with an adequate response (i.e. the one challenged does not yet
possess knowledge that is an adequate response or fails a
proficiency check when attempting to perform the response) does a
hit get scored. Things like hit points and endurance are still
relevant to the combat, acting as pools of resources that need to be
managed properly, but CombatForms? that are known, your proficiency
with those forms, and especially your strategy in employing them are
primary. In my mind, the number of forms available as well as the
complexity of combat makes it necessary for some sort of scripting
to be used so that characters react in real time even though the
challenge/response has the sort of deep strategy you'd expect from a
turn-based system. Perhaps it would be best if I just tried to walk
through an example of the kind of combat I'm thinking about.
Buffy engages my character Bubba in combat. She opens up with a
plink to try to feel me out.
Buffy performs a Thrust aimed at your chest.
My Default script kicks in here. My character really doesn't have a
lot of endurance, preferring to take the fight to others. He has
forgone a bit of endurance training, instead working to hone some
pretty decent OffensiveForms?. I took this into account when
programming my default script, so my scripted response to Buffy's
plink is to escalate the fight by first performing a sweep that
moves me towards Buffy's right flank (my response; a DefensiveForm?)
and then follwing that up with the Star Falls To Dragon's Head form
(my challenge), which targets Buffy's exposed neck. This is a medium
level OffensiveForm? that I've practiced a lot to lower my chances
of failing proficiency. It is relatively common, since it can be
performed from the stance in which a sweep will end.
You respond with a Sweep, blocking the attack.
Your response moves you to the left.
You perform Star Falls To Dragon's Head aimed at Buffy's neck.
Buffy responds with Breeze Passes Through Rushes, blocking the attack.
Buffy's response causes her to pivot, facing you.
Buffy performs a Thrust aimed at your chest.
To this point, I've been watching the combat closely, but now I need
to consider changing from my Default tactics. Buffy has adequately
responded to my OffensiveForm? with an appropriate DefensiveForm?,
which would indicate a certain degree of knowledge and proficiency,
yet she has gone back to a simple thrust. Why would she do this? I
surmise that she is playing for time. It may well be that she has
concentrated on endurance training and defensive forms, planning to
wear down opponents to the point that they begin to suffer penalties
to proficiency because of flagging endurance levels. My Sweep (with
its flanking movement) and OffensiveForm? take up quite a bit of
endurance, while she (although using a similarly difficult form for
her response) is conserving a little bit of energy by only pivoting
to face me and a lot of energy by performing a very simple
Thrust. If I had more confidence in my conditioning, I might press
F4 to activate my Conserve Energy script and take her on in this
game, but I know I'm weak in that area and suspect from her actions
that she has more endurance. (Of course, Buffy may have been
bluffing to make me think exactly this.) So I press F8 to activate
my Max Agression script. In the meantime, we've gone through the
cycle above a second time, but this time I respond differently to
Buffy's plink since a different script is in effect.
Buffy performs a Thrust aimed at your chest.
You attempt to respond with the Heron Floats Over Oak Gambit.
You do not succeed!
Buffy scores a hit to your chest!
Your steel breastplate takes damage!
Your steel breastplate holds.
Your response failed and did not change your stance.
You perform Sun Bursts Through Clouds aimed at Buffy's chest.
Buffy responds with Cedar Sways In Wind, blocking your attack.
Buffy performs a Thrust aimed at your chest.
Now you are starting to sweat. Your Max Agression script is set up
so that you will attempt to use a defensive gambit as your response
to Buffy's plink. A gambit is a form for which success is less than
100% even if you pass proficiency. The percentage of success varies
from one gambit to another, based on the potential advantage the
gambit might bring to the combat. This particular gambit is a
DefensiveForm?, that if successful, will protect your chest from
certain attacks and concurrently move to a very advantageous stance
from which you can employ the most advanced OffensiveForm? you
know. If you had succeeded, you think it is unlikely that Buffy
would have known a response adequate enough to block the attack.
However, since the gambit failed, not only did you let Buffy's
little plink past your guard and receive damage to your armour, but
you also did not transition to the desired stance and had to settle
for a less advanced OffensiveForm? which Buffy appears to have
blocked with little difficulty. You've wasted even more energy on
these advanced forms and are now just hoping to make it out of
combat without having to yield to Buffy in order to save your
life. Since your Max Agression script uses a lot of energy and is a
chancy prospect, you've programmed it to run only once before
calling your Default script again, so you are back to your Sweep &
Star cycle (since Buffy continues to merely thrust). Fortunately,
you have one last chance to get out of this situation. You recently
completed a quest in which you learned an offensive gambit which, if
successful may hamstring an opponent. You had never heard of this
form before and believe that it may get past Buffy's defenses. You
hope only to wound her enough to disengage and prevent her from
pursuing. You don't have it hot-keyed, so you type /do
Hamstring. Your Hamstring script is now in effect.
Buffy performs a Thrust aimed at your chest.
You respond with Moon Sinks Below Horizon, blocking the attack.
Your response moves you to a crouched stance.
You perform the River Undercuts Bank Gambit aimed at Buffy's right
ankle.
Buffy responds with a Sweep, but does not block the attack!
Buffy's right bronze boot takes damage!
Buffy's right bronze boot fails!
Buffy's right ankle takes damage!
Buffy loses endurance and agility!
Buffy performs a Thrust aimed at your chest.
[Note: I edited the above to reflect that Buffy does successfully
perform the Sweep maneuver. However, her script selected it from
her known defensive maneuvers as the most likely to block your
attack for which she does not know an appropriate response. (If
Buffy knows nothing at all about the form you used against her,
then this is simply a default attempt to block an unknown form. On
the other hand if Buffy does know a bit about the form you used
against her, she may know that, of the defensive maneuvers she
knows, this one has the highest chance of success even though it
is not really an appropriate resonse to the challenge.) Similar to
a gambit, this means that even when passing proficiency and
completing the maneuver, there is a less than 100% chance that the
maneuver will block an attack. The percentage is based upon how
close the maneuver is to being an appropriate response.]
Whew! You press the F10 key, putting your Disengage script into
action. After blocking Buffy's thrust, you disengage from combat and
run away, counting yourself lucky.
*************************************************
Anyway, that's the sort of thing I envision. I think that this sort
of system might work well either for a text-based or graphical MUD.
If you are interested, you can see some other details about this
system at:
http://www.sword-and-sorcery.com/ubb/Forum11/HTML/000033.html
The thoughts are incomplete at this time, but you should be able to
get a pretty good idea as to where I'm going with it.
--Phinehas
- Alternative Hit Point Systems? Sean Kelly
- Alternative Hit Point Systems? Christopher Allen
- Alternative Hit Point Systems? Travis Casey
- Alternative Hit Point Systems? Sage
- Alternative Hit Point Systems? Travis Casey
- Alternative Hit Point Systems? Michael Tresca
- Creative guy seeking a MUD Brandon J. Van Every
- Creative guy seeking a MUD Frank Crowell
- Creative guy seeking a MUD Sasha Hart
- Creative guy seeking a MUD c_andreev@fmi.uni-sofia.bg
- Creative guy seeking a MUD Brandon J. Van Every
- "The Artisan's Hands" - Storytelling tools Koster, Raph
- "The Artisan's Hands" - Storytelling tools Matt Mihaly
- "The Artisan's Hands" - Storytelling tools Brandon J. Van Every
- "The Artisan's Hands" - Storytelling tools Matt Mihaly
- "The Artisan's Hands" - Storytelling tools Brandon J. Van Every
- "The Artisan's Hands" - Storytelling tools Matt Mihaly
- "The Artisan's Hands" - Storytelling tools Michael Tresca
- "The Artisan's Hands" - Storytelling tools Brandon J. Van Every
- "The Artisan's Hands" - Storytelling Tools Ron Gabbard
- "The Artisan's Hands" - Storytelling Tools Matt Mihaly
- "The Artisan's Hands" - Storytelling tools Michael Tresca
- "The Artisan's Hands" - Storytelling tools Miroslav Silovic
- "The Artisan's Hands" - Storytelling tools Matt Mihaly
- "The Artisan's Hands" - Storytelling tools Michael Tresca
- Hangul (was Réf. : Mass customization in MM***s) Travis Casey
- remote 56K editing, especially for lpmud? Brandon J. Van Every
- remote 56K editing, especially for lpmud? Lars Duening
- remote 56K editing, especially for lpmud? Marc Bowden
- remote 56K editing, especially for lpmud? Valerio Santinelli
- A question of PvP and PK Adam
- web-based MUD editing tools? Brandon J. Van Every
- web-based MUD editing tools? Kwon Ekstrom
- web-based MUD editing tools? Christopher Allen
- web-based MUD editing tools? Sanvean
- web-based MUD editing tools? John Bertoglio
- web-based MUD editing tools? zifnab@islandsofmyth.org
- Hangul (was Réf. : Mass customization in MM***s) Sean Kelly
- ADMIN: List configuration changes J C Lawrence
- Hangul (was Ref. : Mass customization in MM***s) Jake Song
- Hangul (was Réf. : Mass customization in MM***s) David Kennerly
- Phonetic and Ideographic languages (was Hangul) Nathan F. Yospe
- portable ftpd daemon for lpmud? Brandon J. Van Every
- portable ftpd daemon for lpmud? Lars Duening
- portable ftpd daemon for lpmud? Malcolm Tester
- portable ftpd daemon for lpmud? Brandon J. Van Every
- current portable lpmud code libraries? Brandon J. Van Every
- current portable lpmud code libraries? David Bennett