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<H1>Re: [MUD-Dev] There can be.. only ONE!</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI>
<LI><em>Subject</em>: Re: [MUD-Dev] There can be.. only ONE! </LI>
<LI><em>From</em>: Ling &lt;<A HREF="mailto:K.L.Lo-94#student,lboro.ac.uk">K.L.Lo-94#student,lboro.ac.uk</A>&gt;</LI>
<LI><em>Date</em>: Sun, 19 Apr 1998 14:54:24 +0100 (BST)</LI>
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<PRE>
On Fri, 17 Apr 1998, J C Lawrence wrote:
&gt; On Fri, 17 Apr 1998 15:36:38 PST8PDT 
&gt; Matt Chatterley&lt;matt#mpc,dyn.ml.org&gt; wrote:
&gt; &gt; On Thu, 16 Apr 1998, J C Lawrence wrote:
&gt; &gt;&gt; On Wed, 15 Apr 1998 19:27:02 PST8PDT Matt
&gt; &gt;&gt; Chatterley&lt;matt#mpc,dyn.ml.org&gt; wrote: 
&gt; 
&gt; Thought:  Possibility of dividing team kills among members?  Straight
&gt; division of kill count by membership poses obvious problems (I join
&gt; successful team and then go hide for the duration:  I still profit.).
&gt; Possibly divving or awarding kills among all team members within a
&gt; 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.

&gt; &gt; The system will certainly be coordinate based, and may or may not
&gt; &gt; use a custom client (completely undecided - the first incarnations
&gt; &gt; will probably work with any telnet-happy thing). My next question,
&gt; &gt; or issue to resolve relates to how to tackle placing players when
&gt; &gt; they enter the game - from a safe room into random coordinates?
&gt; 
&gt; First thought: Throw the players into the game at a couple miles of
&gt; altitude.  Give them crude trajectory controls.  Have impact/landing
&gt; generally not be fatal (or if fatal, non penalising).  this gives the
&gt; 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. :)

[snipped]

&gt; &gt; Yeah. This would work nicely. Give them tools, let them build their
&gt; &gt; own teams / organisations.

Team work in muds? ;)

  |    Ling Lo of Remora (Top Banana)
_O_O_  Elec Eng Dept, Loughborough University, UK.     kllo#iee,org


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<li><strong><A NAME="00784" HREF="msg00784.html">[MUD-Dev] Re: There can be.. only ONE!</A></strong>
<ul compact><li><em>From:</em> J C Lawrence &lt;claw#under,engr.sgi.com&gt;</li></ul>
<li><strong><A NAME="00213" HREF="msg00213.html">Re: [MUD-Dev] There can be.. only ONE!</A></strong>
<ul compact><li><em>From:</em> Matt Chatterley &lt;matt#mpc,dyn.ml.org&gt;</li></ul>
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<LI><STRONG><A NAME="00208" HREF="msg00208.html">Re: [MUD-Dev] There can be.. only ONE!</A></STRONG>
<UL><LI><EM>From:</EM> J C Lawrence &lt;claw#under,engr.sgi.com&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] There can be.. only ONE!</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<LI><strong><A NAME="00186" HREF="msg00186.html">Re: [MUD-Dev] There can be.. only ONE!</A></strong>, 
Matt Chatterley <a href="mailto:matt#mpc,dyn.ml.org">matt#mpc,dyn.ml.org</a>, Thu 16 Apr 1998, 02:05 GMT
<UL>
<LI><strong><A NAME="00195" HREF="msg00195.html">Re: [MUD-Dev] There can be.. only ONE!</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Thu 16 Apr 1998, 16:57 GMT
<UL>
<LI><strong><A NAME="00207" HREF="msg00207.html">Re: [MUD-Dev] There can be.. only ONE!</A></strong>, 
Matt Chatterley <a href="mailto:matt#mpc,dyn.ml.org">matt#mpc,dyn.ml.org</a>, Fri 17 Apr 1998, 22:33 GMT
<UL>
<LI><strong><A NAME="00208" HREF="msg00208.html">Re: [MUD-Dev] There can be.. only ONE!</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Sat 18 Apr 1998, 00:20 GMT
<UL>
<LI><strong><A NAME="00211" HREF="msg00211.html">Re: [MUD-Dev] There can be.. only ONE!</A></strong>, 
Ling <a href="mailto:K.L.Lo-94#student,lboro.ac.uk">K.L.Lo-94#student,lboro.ac.uk</a>, Sun 19 Apr 1998, 13:54 GMT
<UL>
<LI><strong><A NAME="00213" HREF="msg00213.html">Re: [MUD-Dev] There can be.. only ONE!</A></strong>, 
Matt Chatterley <a href="mailto:matt#mpc,dyn.ml.org">matt#mpc,dyn.ml.org</a>, Sun 19 Apr 1998, 15:01 GMT
</LI>
<LI><strong><A NAME="00784" HREF="msg00784.html">[MUD-Dev] Re: There can be.. only ONE!</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Wed 22 Apr 1998, 18:49 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00212" HREF="msg00212.html">Re: [MUD-Dev] There can be.. only ONE!</A></strong>, 
Matt Chatterley <a href="mailto:matt#mpc,dyn.ml.org">matt#mpc,dyn.ml.org</a>, Sun 19 Apr 1998, 14:57 GMT
<UL>
<LI><strong><A NAME="00216" HREF="msg00216.html">[MUD-Dev] Re: There can be.. only ONE!</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Wed 22 Apr 1998, 18:56 GMT
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