[MUD-Dev] There can be.. only ONE!
matt at mpc.dyn.ml.org
Sun Apr 19 16:00:56 New Zealand Standard Time 1998
On Sun, 19 Apr 1998, Ling wrote:
> On Fri, 17 Apr 1998, J C Lawrence wrote:
> > On Fri, 17 Apr 1998 15:36:38 PST8PDT
> > Matt Chatterley<matt at mpc.dyn.ml.org> wrote:
> > > On Thu, 16 Apr 1998, J C Lawrence wrote:
> > >> On Wed, 15 Apr 1998 19:27:02 PST8PDT Matt
> > >> Chatterley<matt at mpc.dyn.ml.org> wrote:
> > Thought: Possibility of dividing team kills among members? Straight
> > division of kill count by membership poses obvious problems (I join
> > successful team and then go hide for the duration: I still profit.).
> > Possibly divving or awarding kills among all team members within a
> > radius defined by the victim's score?
> See LucasArt's X-Wing v. Tie Fighter. Outright kills (all damage upon
> victim inflicted by player) is assigned as per usual. Assists are any
> kills where the player has inflicted at least a third. Three kills and 7
> assists is show as 3(7). Yes, it does mean there is a chance of more
> assists than actual kills but it does work well, imho. Though if players
> are allowed to heal, this system might go pear-shaped.
Never played the before mentioned game, but way back when Caffeine had exp
I was contemplating using a similar system (no exp now, so no need).
Probably not going to bother with healing over time (since any injuries
you acquire will be too severe to heal within the timescale we are talking
about!), but may provide articles which heal. I doubt it'd go pear shaped
if the game was lethal enough - if you can survive an attack by several
people and heal back up then yes, it'll get screwed. But I expect it to be
impossible to survive such a gangbashing without huge differences in
> > > The system will certainly be coordinate based, and may or may not
> > > use a custom client (completely undecided - the first incarnations
> > > will probably work with any telnet-happy thing). My next question,
> > > or issue to resolve relates to how to tackle placing players when
> > > they enter the game - from a safe room into random coordinates?
> > First thought: Throw the players into the game at a couple miles of
> > altitude. Give them crude trajectory controls. Have impact/landing
> > generally not be fatal (or if fatal, non penalising). this gives the
> > new player an instant physical world context.
> Parashooting with 70 lbs of combat equipment is reserved for the extremely
> lucky, gullible, insane - or rather talented. :)
The first three in this case.
> > > Yeah. This would work nicely. Give them tools, let them build their
> > > own teams / organisations.
> Team work in muds? ;)
Whoever heard of such a thing? Call it 'pack behaviour' if it makes you
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