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[MUD-Dev] Re: Re[2]:[MUD-Dev] Re: MUD Design doc (long)
From: Michael Willey <Michael.Willey#abnamro,com>
Date: Friday, December 18, 1998 2:38 PM
Subject: [MUD-Dev] Re[2]:[MUD-Dev] Re: MUD Design doc (long)
>Now the trick becomes making a similar system to deal
>with physical combat... Substitute fatigue for mana,
>have a list of combat maneuvers with advantages and
>disadvantages for each situation, and go from there?
>
>Another problem: How do you protect players from the
>ravages of real lag? Wouldn't that leave their
>characters as drooling idiots, standing around being
>punching bags for their opponents?
Incredibly complex, self written combat scripts. Sort
of like mob progs, but for characters. The hard part
would be testing your scripts. However, you could do
a training building or some place they could go to have
practice combats. Then the game would turn into one of
those "program the robot" games, like Carnage Heart, or
some of the older games like that. Just an idea.
Quzah.
>
>--
>MUD-Dev: Advancing an unrealised future.
>
- Thread context:
- [MUD-Dev] Re: Response (Was Re: MUD Design doc (long)),
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Sat 19 Dec 1998, 04:51 GMT
- [MUD-Dev] Re: Re[2]:[MUD-Dev] Re: MUD Design doc (long),
Caliban Tiresias Darklock caliban#darklock,com, Sat 19 Dec 1998, 01:26 GMT
- <Possible follow-up(s)>
- [MUD-Dev] Re: Re[2]:[MUD-Dev] Re: MUD Design doc (long),
quzah [softhome] quzah#softhome,net, Sat 19 Dec 1998, 14:47 GMT
- [MUD-Dev] Re: Re[2]:[MUD-Dev] Re: MUD Design doc (long),
quzah [softhome] quzah#softhome,net, Sat 19 Dec 1998, 14:55 GMT
- [MUD-Dev] Re: Re[2]:[MUD-Dev] Re: MUD Design doc (long),
Caliban Tiresias Darklock caliban#darklock,com, Tue 22 Dec 1998, 20:53 GMT
- [MUD-Dev] Re: More Laws, was Re: DIS: Client-Server vs Peer-to-Peer,
Koster, Raph rkoster#origin,ea.com, Sat 19 Dec 1998, 01:21 GMT
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