[MUD-Dev] Battle Systems

Matthew Mihaly diablo at best.com
Sat Oct 2 12:56:20 New Zealand Daylight Time 1999

On Wed, 1 Sep 1999, Philip Loguinov -- Draymoor wrote:

> Thats my premise, here is an idea i would like to bounce of you guys.
> My new battle system is based less on the combat round as the mud sees it,
> and more on a psudo initiative/action lag based system.

This is how our combat system works, and it works quite well player vs.

> Basicly, get rid of the auto attack function in a battle.
> If two players initiate combat, then don't do anything, nothing will happen.
> They will dance arround each other and thats it.

I don't like the idea of "initiating combat." What does it mean to "be in
battle"? It seems to me that that state of being doesn't really exist. All
you have are players doing individual actions at individual times.

> To attack with your primary you would type "hit."
> there will be an option to toggle between hit attacking with your secondary
> weapon as well and using "hit2" to attack with it.

If you want more tactics, why not make a big variety of different weapon
attacks instead of just hit and hit2? 

> Instead of multiple blows per round, what  you get is lag improvement.
> As you improve with the specific weapon, you also get faster with it, which
> results in less lag, which has the same effect as multiple blows.
> Haste and Slow spells act by affecting lag for everything you do.
> Etc.

Just a suggestion: Call it something other than lag or there will be
confusion in the game when players talk about lag.

> I'd like to hear what people think of this. Would this work?
> Could i make it better somehow? How about my assessment
> of normal mud combat, is it accurate?

I think your assessment of normal mud combat is right on. Automated combat
is a joke.


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