<!-- MHonArc v2.4.4 --> <!--X-Subject: (fwd) Re: equipment --> <!--X-From-R13: X Q Znjerapr <pynjNhaqre.rate.ftv.pbz> --> <!--X-Date: Thu, 16 Apr 1998 17:32:27 +0000 --> <!--X-Message-Id: 199804161732.KAA170184#under,engr.sgi.com --> <!--X-Content-Type: text/plain --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, (fwd) Re: equipment</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:claw#under,engr.sgi.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="msg00198.html">Previous</a> | <a href="msg00200.html">Next</a> ] Thread: [ <a href="msg00200.html">Previous</a> | <a href="msg00194.html">Next</a> ] Index: [ <A HREF="author.html#00199">Author</A> | <A HREF="#00199">Date</A> | <A HREF="thread.html#00199">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>(fwd) Re: equipment</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>: (fwd) Re: equipment</LI> <LI><em>From</em>: J C Lawrence <<A HREF="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</A>></LI> <LI><em>Date</em>: Thu, 16 Apr 1998 10:32:24 -0700 (PDT)</LI> <LI><em>Cc</em>: <A HREF="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</A></LI> <LI><em>Newsgroups</em>: rec.games.mud.misc</LI> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> From: "Alex Bertoglio" <alexb#internetcds,com> Newsgroups: rec.games.mud.misc Subject: Re: equipment Date: Tue, 14 Apr 1998 12:58:04 -0700 <SNIPPED Massively> Cimri wrote in message <6gtt2k$jpv$1#gte1,gte.net>... >Answers below to John and Richard/KaVir > >- I've given thought to eq differentiation, like variations in speed >of > maneuvering, balance-affects, length (and practicality in various > situations relating to range and room), > breakage-resistance, breakage-causing, type of attack >(puncture/thrust, > slash, bludgeon), and so forth. Is this what you had in mind? Have > you seen much done with this? > >Hmm, outta time. Let's design a whole system here, eh John? > >Jay // Cimri The systems already exist. It's just a matter of taking the elements that seem to have merit and converting them to a computer system. I have studied various RP systems out there, GURPS, Chivary and Sorcery, Aftermath, all the freeware systems and others. It turns out that the more unplayable or unwieldly a system (or game element) is in Face-to-Face play, the better it looks when computerized. The reverse seems to be true as well. Game systems which flow nicely in live play seem somewhat sparse when modeled on a computer. The roleplay/"rollplay" argument goes away when the server does 28 combat dice rolls in a few milliseconds. A couple of things have to be decided before crafting a combat system. The most important is the notion of real time combat verses various degrees of auto combat. First I should say that the technical nature of my system (a non-persistant server connection, using a HTTP webserver) mandates some degree of auto combat. My remarks should be viewed with that understanding. Realtime combat is something of a misnomer in computer games. We have reached the point in single person games run locally where the ILLUSION of real time action is now possible. What we are really seeing is a series of preprogramed moves which are TRIGGERED by player control and the computer adjudicates the interaction and displays the results. I remember playing Computer Ambush on a Apple II where the turns took 20 to 80 minutes to calculate. Put a longsword into a VR glove and wear VR goggles and then you will have a chance (with enough horses in the hardware) to experience real realtime. Having said that, the current crop of computer games do a great job of simulating realtime action. The question is, is it possible to duplicate this model over the Internet. I would suggest at this point the answer is no. If a 25mhz local bus speed is inadequate to produce an effective illusion, a 28k speed guarantees failure. My experience with real time combat in online systems suggests that the only real advantage is the ability to take 12 blows before you even know you are under attack. You can blame it on lag but that is the nature of the internet. On the other hand, total auto combat is boring and mindless. It guarantees you will not blindsided by the technology in use but comes a high price. The lack of tactics leads to the Munchkinizing (ok, a silly word) of players by seeking better and better gear. Basically, the biggest stick wins, all things being equal. I propose a modified system of auto combat based on action-reaction with manual overrides possible. Players choose combat options in advance. These options are stored in a database and checked when a reaction is needed. Some of these profiles include: Readiness profile. How are weapons stored? Are they wielded in a combat ready stance or held casually? This profile affects how you are viewed by npc and is communicated to players without any skill-based randomization. Choose primary weapon. Secondary weapon. Backup weapon. Attack profile. What attack method is chosen? Change weapons if range changes? Target ranged weapon wielder/mages first? What is desired combat range? Flee if range cannot be attained? If weapons are changed are the unused weapons stored or dropped? Defense profile. Convert attack attempts in to parrys? Whimpy code. Convert hits to fatigue (fatigue lowers stats but heals faster). Flee if weapon breaks, shield breaks, etc. Other elements as well. Most major elements can be controlled from the command line. Example: [ c rp longs 1 ] translates to Change the Readiness profile to move the sheathed longsword into hand a primary weapon in the case of combat. If issued during combat the weapon is drawn and wielded. The command: [ slash orc lord] (with wielded halbred) would override the Attack profile which says use the halbred as a impaling weapon (spear end) because you expected to meet heavily armored foes who would take more damage from multiple impale strikes than the massive overhead slash (not a good example, but you get the idea) The server reports the actions of combat as it develops but the player can interact by issuing commands like close, withdraw, attack full, etc which change the situation and activate new triggers. As a side benefit, the readiness profile adds to RP. A player who walks into a bar with weapons drawn, visor down, etc. will be treated differently than if he come in with a more peaceful affect. Internal complexity is cool. External complexity is work. John Bertoglio CIO paper.net www.paper.net jb#paper,net -- J C Lawrence Internet: claw#null,net (Contractor) Internet: coder#ibm,net ---------(*) Internet: claw#under,engr.sgi.com ...Honourary Member of Clan McFud -- Teamer's Avenging Monolith... </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="msg00198.html">Re: [MUD-Dev] There can be.. only ONE!</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg00200.html">3D evaluation?</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg00200.html">3D evaluation?</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg00194.html">META: Archive message format</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#00199"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#00199"><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><A NAME="00201" HREF="msg00201.html">META: Archive searching now works...</A></strong>, J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Thu 16 Apr 1998, 21:09 GMT <UL> <LI><strong><A NAME="00202" HREF="msg00202.html">Re: [MUD-Dev] META: Archive searching now works...</A></strong>, Bruce Mitchener <a href="mailto:ubmitche#mcs,drexel.edu">ubmitche#mcs,drexel.edu</a>, Thu 16 Apr 1998, 22:46 GMT <UL> <LI><strong><A NAME="00214" HREF="msg00214.html">Re: [MUD-Dev] META: Archive searching now works...</A></strong>, J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Mon 20 Apr 1998, 18:54 GMT </LI> </UL> </LI> </UL> </LI> <LI><strong><A NAME="00200" HREF="msg00200.html">3D evaluation?</A></strong>, J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Thu 16 Apr 1998, 19:42 GMT <LI><strong><A NAME="00199" HREF="msg00199.html">(fwd) Re: equipment</A></strong>, J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Thu 16 Apr 1998, 17:32 GMT <LI><strong><A NAME="00194" HREF="msg00194.html">META: Archive message format</A></strong>, J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Thu 16 Apr 1998, 16:28 GMT <LI><strong><A NAME="00183" HREF="msg00183.html">Re: [MUD-Dev] There can be.. only ONE!</A></strong>, Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Wed 15 Apr 1998, 19:46 GMT <LI><strong><A NAME="00182" HREF="msg00182.html">[MUD-Dev] Personality modelling</A></strong>, J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Wed 15 Apr 1998, 19:39 GMT <LI><strong><A NAME="00162" HREF="msg00162.html">[MUD-Dev] META: Web site backgrounds and readability</A></strong>, plateau <a href="mailto:plateau#mail,tcbi.com">plateau#mail,tcbi.com</a>, Tue 14 Apr 1998, 23:56 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>