<!-- MHonArc v2.4.4 --> <!--X-Subject: Re: [MUD-Dev] Re: Combat --> <!--X-From-R13: "Xba O. Znzoreg" <wyflfvapNvk.argpbz.pbz> --> <!--X-Date: from babe.globecomm.net [207.51.48.8] by mx3.ibm.net id 862341546.75218-1 Tue Apr 29 19:19:06 1997 --> <!--X-Message-Id: 199704291924.OAA11373@dfw-ix12.ix.netcom.com --> <!--X-Content-Type: text/plain --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, Re: [MUD-Dev] Re: Combat</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:jlsysinc#ix,netcom.com"> </head> <body background="/backgrounds/paperback.gif" bgcolor="#ffffff" text="#000000" link="#0000FF" alink="#FF0000" vlink="#006000"> <font size="+4" color="#804040"> <strong><em>MUD-Dev<br>mailing list archive</em></strong> </font> <br> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] <br clear=all><hr> <!--X-Body-Begin--> <!--X-User-Header--> <!--X-User-Header-End--> <!--X-TopPNI--> Date: [ <a href="msg00293.html">Previous</a> | <a href="msg00295.html">Next</a> ] Thread: [ <a href="msg00298.html">Previous</a> | <a href="msg00283.html">Next</a> ] Index: [ <A HREF="author.html#00294">Author</A> | <A HREF="#00294">Date</A> | <A HREF="thread.html#00294">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>Re: [MUD-Dev] Re: Combat</H1> <HR> <!--X-Subject-Header-End--> <!--X-Head-of-Message--> <UL> <LI><em>To</em>: <<A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A>></LI> <LI><em>Subject</em>: Re: [MUD-Dev] Re: Combat</LI> <LI><em>From</em>: "Jon A. Lambert" <<A HREF="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</A>></LI> <LI><em>Date</em>: Tue, 29 Apr 1997 15:27:28 -0400</LI> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> > From: Chris Gray <cg#ami-cg,graysage.edmonton.ab.ca> > > [Jon L:] > :I would venture to guess that if your NPCs make their attacks regular time > :frames of duration X and your PCs attacks/commands are processed at a > :regular rate of Y(orX) duration you do indeed have rounds. > > NPC's attack cycle is usually random, based on their 'speed' stat. Some > are down to a couple of seconds. Players can attack as often as they can > ram the commands through. However, on every player attack, the NPC has > a swing too (unless it just got killed). Which hit connects first depends > (with randomness) on the two speed attributes. Not a lot of planning went > into the system, but it seems to work not bad. Does this count as 'rounds'? Maybe, sort of. A least you are giving the poor critters a decent chance by allowing response to every player attack. :-) Maybe any such definition is doomed to failure with regard to combat. D&D for intance defines the following units of time: 1 turn = 10 minutes 1 round = 1 minute 1 segment = 6 seconds Much of the game play occurs in turns, although even longer units of time are used for player activity. Critical actions such as combat are conducted at a higher granularity of time. Much of this division is arbitrary and abstract but the premise, I think, is to provide as sense of urgency or excitment to those life critical actions. I am rather fond of the way DIKU speeds up action and decision making when such a such a conflict arises. I want to minimize the typing contest that often determines the outcome, yet I also don't want a "chess-like" feel to combat where players thoughtfully plan out their moves and submit them for resolution. I do like the idea of players writing combat scripts as a sort of prior planning to a known upcoming conflict which could occur, say outside of the lair of the Fell Wyrm of Goraz. Once inside and fighting the foul beast, any sort of thoughtful decision making is gonna be counter-productive. If the battle plan proves to be worthless then a perhaps a degree of panic is experienced by some participants. It needs to be said that the Wyrm of Goraz also has a battle plan, one hopefully tested by time. NPCs should know when to flee and hide as well as surrender. JL </PRE> <!--X-Body-of-Message-End--> <!--X-MsgBody-End--> <!--X-Follow-Ups--> <HR> <!--X-Follow-Ups-End--> <!--X-References--> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg00293.html">Re: Issues from the digests and Wout's list</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg00295.html">Re: [MUD-Dev] Re: Issues from the digests and Wout's list</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg00298.html">Re: (fwd) Re: Death in Muds -(also Birth, Imprisonment, Aging, and skill development)</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg00283.html">Re: [MUD-Dev] Re: Combat</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#00294"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#00294"><STRONG>Thread</STRONG></A></LI> </UL> </LI> </UL> <!--X-BotPNI-End--> <!--X-User-Footer--> <!--X-User-Footer-End--> <ul><li>Thread context: <BLOCKQUOTE><UL> <LI><STRONG>Re: [MUD-Dev] Re: Multi-threaded mudding (was a flamefest)</STRONG>, <EM>(continued)</EM> <ul compact> <LI><strong><A NAME="00339" HREF="msg00339.html">Re: [MUD-Dev] Re: Multi-threaded mudding (was a flamefest)</A></strong>, Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Fri 09 May 1997, 11:11 GMT </LI> </ul> </LI> <LI><strong><A NAME="00303" HREF="msg00303.html">Re: Multi-threaded mudding (was a flamefest)</A></strong>, Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Fri 02 May 1997, 03:35 GMT <LI><strong><A NAME="00302" HREF="msg00302.html">parsing</A></strong>, Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Thu 01 May 1997, 12:56 GMT <LI><strong><A NAME="00298" HREF="msg00298.html">Re: (fwd) Re: Death in Muds -(also Birth, Imprisonment, Aging, and skill development)</A></strong>, coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Wed 30 Apr 1997, 09:39 GMT <LI><strong><A NAME="00294" HREF="msg00294.html">Re: [MUD-Dev] Re: Combat</A></strong>, Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Wed 30 Apr 1997, 02:19 GMT <LI><strong><A NAME="00283" HREF="msg00283.html">Re: [MUD-Dev] Re: Combat</A></strong>, Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Tue 29 Apr 1997, 21:49 GMT <LI><strong><A NAME="00284" HREF="msg00284.html">Re: [MUD-Dev] Magnetic Scrolls' magical parser</A></strong>, Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Tue 29 Apr 1997, 21:43 GMT <UL> <li><Possible follow-up(s)><br> <LI><strong><A NAME="00301" HREF="msg00301.html">Re: [MUD-Dev] Magnetic Scrolls' magical parser</A></strong>, Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Wed 30 Apr 1997, 13:02 GMT </LI> </UL> </LI> <LI><strong><A NAME="00285" HREF="msg00285.html">Re: [MUD-Dev] Re: Verb binding</A></strong>, Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Tue 29 Apr 1997, 21:43 GMT </LI> </UL></BLOCKQUOTE> </ul> <hr> <center> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] </center> <hr> </body> </html>