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[MUD-Dev] Re: Re[2]:[MUD-Dev] Re: MUD Design doc (long)
On 18 Dec 1998 15:32:04 -0600
Michael Willey<Michael.Willey#abnamro,com> wrote:
> 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?
You might like to do an archive search for "combat packages". I had
a largely working design (which I'm now moving away from for other
reasons) to allow extensive server-side automation of player
characters for precisely such reasons -- and because I don't remove
characters from the game world when their players log out.
--
J C Lawrence Internet: claw#kanga,nu
(Contractor) Internet: coder#kanga,nu
---------(*) Internet: claw#under,engr.sgi.com
...Honorary Member of Clan McFud -- Teamer's Avenging Monolith...
- Thread context:
- [MUD-Dev] Re: More Laws, was Re: DIS: Client-Server vs Peer-t o-Peer, (continued)
- [MUD-Dev] Re[2]:[MUD-Dev] Re: MUD Design doc (long),
Michael Willey Michael.Willey#abnamro,com, Fri 18 Dec 1998, 23:32 GMT
- [MUD-Dev] Re: Re[2]:[MUD-Dev] Re: MUD Design doc (long),
Sunny Gulati sunnywiz#radiks,net, Sat 19 Dec 1998, 00:30 GMT
- [MUD-Dev] Re: Re[2]:[MUD-Dev] Re: MUD Design doc (long),
Adam Wiggins adam#angel,com, Sat 19 Dec 1998, 00:58 GMT
- [MUD-Dev] Re: Re[2]:[MUD-Dev] Re: MUD Design doc (long),
J C Lawrence claw#under,engr.sgi.com, Mon 21 Dec 1998, 23:36 GMT
- [MUD-Dev] Some useful links,
Niklas Elmqvist d97elm#dtek,chalmers.se, Fri 18 Dec 1998, 18:23 GMT
- [MUD-Dev] More Laws, was Re: DIS: Client-Server vs Peer-to-Peer,
Koster, Raph rkoster#origin,ea.com, Thu 17 Dec 1998, 21:55 GMT
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