[MUD-Dev] Re: Why have a combat state?

clawrenc at cup.hp.com clawrenc at cup.hp.com
Thu Apr 24 09:28:20 New Zealand Standard Time 1997


In <3.0.32.19970424121605.00683f30 at mail.tenetwork.com>, on 04/24/97 
   at 08:12 PM, Jeff Kesselman <jeffk at tenetwork.com> said:

>(2) Enagagement is an important concept for battle strategy.  You CAN
>still have engagement in a one-state if that state is always in
>combat time (see (1))above), but someone was mentioning "just wlakign
>off" so I thought i shoudl mention it.  Engagement simulates the fact
>that seriosu combat is a constant give and take of offense and
>defense, if yo udrop your defenses, even foir a moment, yer gonna get
>tagged.

Having a binary engagement state (in-combat or out-of-combat) also
obviates (or at least reduces) lesser forms of engagement, such as
passing spats, displays of force, etc.  I like the idea that there can
be an I-am-fighting state as maintained by the character-internal
flag, but that for general manipulation, especially for less dedicated
affairs, the situation remains fluid.

--
J C Lawrence                           Internet: claw at null.net
(Contractor)                           Internet: coder at ibm.net
---------------(*)               Internet: clawrenc at cup.hp.com
...Honorary Member Clan McFUD -- Teamer's Avenging Monolith...




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