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<H1>[MUD-Dev] Re: Leaving characters in play</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Subject</em>: [MUD-Dev] Re: Leaving characters in play </LI>
<LI><em>From</em>: J C Lawrence &lt;<A HREF="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</A>&gt;</LI>
<LI><em>Date</em>: Tue, 19 May 1998 14:07:47 -0700</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Sender</em>: "Petidomo List Agent -- Kanga.Nu version" &lt;<A HREF="mailto:petidomo#kanga,nu">petidomo#kanga,nu</A>&gt;</LI>
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<PRE>
On Sun, 17 May 1998 22:17:57 -0500 (CDT) 
Travis S Casey&lt;efindel#io,com&gt; wrote:

&gt; On Friday, 15 May 98, J C Lawrence wrote:

&gt;&gt; It is this point which ghas persuaded me to almost entirely move 
&gt;&gt; away from round based combat.  I refuse to place the entire game
&gt;&gt; and all players on a pacing clock (humans shall not wait for
&gt;&gt; machines), but not using a global clock while using usably long
&gt;&gt; combat rounds opens the combat system for all sorts of interesting
&gt;&gt; abuse due to the inconsistant time scales.

...deletia...

&gt; A true round-based combat system is difficult to implement on a mud
&gt; for one reason: there's no easy way to tell if a player is still
&gt; there or not.  In a paper RPG, if a player has to get up and go to
&gt; the bathroom, the other players and the GM will definitely notice
&gt; that the player is leaving, and can then either choose to wait or to
&gt; have someone else decide what that PC will do while the player is
&gt; gone.  On a mud, it's not that simple.

&gt; It would be easy to add an "auto" command for players who have to go
&gt; for a few minutes but want to stay in the fight -- "auto" would tell
&gt; the game to autopilot your character.  When you returned, entering
&gt; any command would take your character off autopilot.

&gt; The problem then becomes one with careless players or players who
&gt; are suffering extreme lag or lose their connection.  A lost
&gt; connection isn't too hard to handle -- many muds already have
&gt; methods for handling them.  However, to handle the other two cases,
&gt; there needs to be some kind of timeout -- if a reasonably long time
&gt; goes by without a certain player entering a command, then the mud
&gt; would need to either put that character on autopilot or handle it
&gt; like a lost connection.

&gt; This eliminates (or at least seriously reduces) the advantage to
&gt; "fast twitch" players, those who use scripting, and those who can
&gt; type fast.

The problem is that it is still dependant on a "combat state".  I have
utterly failed to determine any sort of pattern which can be used to
determine when a combat state actually should be incepted, which
actions pertain to combat and which don't, and when a combat state
should be closed.  It gets even messier for multi-character and
multi-ranged (Bubba is firing arrows from the other side of the river,
Boffo is hacking with a sword, and Bernie is doing his thing with the
fireballs thru the magical portal) combats.  

&gt;&gt; Opening the combat to being entirely untimed conversely allows spam
&gt;&gt; attacks and tends to guarantee that the fastest twitch will win.
&gt;&gt; Not good.  Further, as discussed earlier, I can't distinguish
&gt;&gt; between combat and non-combat commands as even utterly innocuous
&gt;&gt; commands will be used heavily in combat ("drop mana consumers"),
&gt;&gt; and very combat-centric commands will be used peacibly (cf UggUgg's
&gt;&gt; fight)..

&gt;&gt; I don't have a good design.  The best I can think of so far is:

&gt;&gt; -- No first blows are fatal.

&gt; Why not?  I can see why you'd want first blows to be rarely fatal,
&gt; but why never?

It removes the possibility for a player to react to his attack as I
also don't pre-announce incoming attacks (its not possible to always
determine what is or is not an attack).

&gt; Also, how do you define a first blow?  The first blow since the
&gt; character entered the room?  A blow suffered when the character is
&gt; uninjured?  A blow delivered by someone who hasn't attacked you
&gt; since you logged on?

This is one of the very many reasons I don't like the current idea.
My rough idea is that a "first blow" is defined as "action which is
computed to be a direct attack, first of its type on the target within 
X time."

X is thought to be on the order of 2 RL minutes.

&gt; There may be easier ways to do this... for example, how about a
&gt; damage system which works like this:

&gt; Every character has three stats related to damage: Resilience, Size,
&gt; and Accumulated Damage.  When a blow is suffered, the character
&gt; makes a check on Resilience against the amount of Accumulated Damage
&gt; he/she had *before* the blow landed.  If the check is failed, the
&gt; character dies.  If the check succeeds, the character adds the
&gt; amount of damage taken to his/her Accumulated Damage.  However, each
&gt; character has a limit to how much Accumulated Damage he/she can
&gt; take: Resilience multiplied by Size.  If Accumulated Damage passes
&gt; this point, the character dies, even if he/she did not fail a check.

&gt; The linchpin of this system is the Resilience check against
&gt; Accumulated Damage.  You can set this up to provide many different
&gt; possibilities: for example, you might choose to set it up so that a
&gt; character who had no Accumulated Damage can't fail the check.  In
&gt; that case, the only way to kill an undamaged character with one blow
&gt; would be to do more than his/her Resilience * Size in a single blow.

&gt; Features of this system: - The chance of death, barring massive
&gt; amounts of damage, depends on what Accumulated Damage was *before*
&gt; the blow.  Hence, you can better control how likely someone is to
&gt; die from a first blow.

&lt;ponder&gt; 

I like this.  It removes the logic by adding a curve who far end (the
insta-kill) is almost asymptotic.  it would take little to make it
very nearly asymptotic to infinity.

Cute.  Adopted.  Thanks.

&gt;&gt; -- Arrange these probabilities appropriately to force most combats
&gt;&gt; to the 15 - 20 seconds point.

&gt; Is that 15-20 seconds of game time or real time?

RL.  I'd go for shorter except that I want the chance for careful and
correct reactions to be able to be significant.  I don't want a
point-and-shoot combat style.  I also don't want a pure
chess-approach.  Something a bit in the middle, but closer to hack.

-- 
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...

-- 
MUD-Dev: Advancing an unrealised future.

</PRE>

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<li><strong><A NAME="00719" HREF="msg00719.html">[MUD-Dev] Re: Leaving characters in play</A></strong>
<ul compact><li><em>From:</em> "D. B. Brown" &lt;dbrown1#stny,lrun.com&gt;</li></ul>
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<LI><STRONG><A NAME="00650" HREF="msg00650.html">[MUD-Dev] Re: Leaving characters in play</A></STRONG>
<UL><LI><EM>From:</EM> "Travis S. Casey" &lt;efindel#io,com&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] Re: Leaving characters in play</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00648" HREF="msg00648.html">[MUD-Dev] Re: Leaving characters in play</A></strong>, 
Travis S. Casey <a href="mailto:efindel#io,com">efindel#io,com</a>, Sun 17 May 1998, 21:15 GMT
<UL>
<LI><strong><A NAME="00671" HREF="msg00671.html">[MUD-Dev] Re: Leaving characters in play</A></strong>, 
Adam Wiggins <a href="mailto:adam#angel,com">adam#angel,com</a>, Mon 18 May 1998, 19:56 GMT
<UL>
<LI><strong><A NAME="00733" HREF="msg00733.html">[MUD-Dev] Re: Leaving characters in play</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Wed 20 May 1998, 18:45 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
<LI><strong><A NAME="00650" HREF="msg00650.html">[MUD-Dev] Re: Leaving characters in play</A></strong>, 
Travis S. Casey <a href="mailto:efindel#io,com">efindel#io,com</a>, Sun 17 May 1998, 21:15 GMT
<UL>
<LI><strong><A NAME="00717" HREF="msg00717.html">[MUD-Dev] Re: Leaving characters in play</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Tue 19 May 1998, 21:08 GMT
<UL>
<LI><strong><A NAME="00719" HREF="msg00719.html">[MUD-Dev] Re: Leaving characters in play</A></strong>, 
D. B. Brown <a href="mailto:dbrown1#stny,lrun.com">dbrown1#stny,lrun.com</a>, Tue 19 May 1998, 22:04 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00838" HREF="msg00838.html">[MUD-Dev] Re: Leaving characters in play</A></strong>, 
Adam Wiggins <a href="mailto:adam#angel,com">adam#angel,com</a>, Tue 26 May 1998, 22:56 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00691" HREF="msg00691.html">[MUD-Dev] Re: Leaving characters in play</A></strong>, 
John Bertoglio <a href="mailto:alexb#internetcds,com">alexb#internetcds,com</a>, Tue 19 May 1998, 06:42 GMT
<UL>
<LI><strong><A NAME="00712" HREF="msg00712.html">[MUD-Dev] Re: Leaving characters in play</A></strong>, 
Ling <a href="mailto:K.L.Lo-94#student,lboro.ac.uk">K.L.Lo-94#student,lboro.ac.uk</a>, Tue 19 May 1998, 19:46 GMT
</LI>
</UL>
</LI>
</ul>
</LI>
</UL></BLOCKQUOTE>

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