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Re: Tactical Interest Was Re: [MUD-Dev] Re: MUD-Dev digest, Vol 1#142 - 4 msgs
On Thu, 16 Sep 1999, Spin wrote:
> If shield affects some combat statistic (damage avoidance) which is
> affected by other factors as well, eg character speed, then some players
> will indeed survive both encounters with a light shield, or a heavy shield,
> or neither. Obviously this opens the system up to abuse by power gamers,
> but this is really a game balance issue, which I don't even want to open
> the lid on.
I think the whole quantisation thing is largely restricted to muds. Most
paper RPGs don't have binary values for things -- they have a range of
possibilities, which can often be modified by many things. The only
reason I can think of why muds would be more likely to have binary values
for things is space-conscious admins -- you can store a lot of binary
values very compactly. In a paper RPG, of course, giving something a
numeric level takes only a little more space on a character sheet than
giving it a binary.
> As I embark off on a totally new project, I'm striving to totally avoid
> such quantisation, however I'm not sure that I can do without it. Aside
> from pregnancy, has anyone ever encountered something that was best
> simulated with a binary type variable? The only other problem I see with
> this is the need for objects to carry around a large number of values for
> what they affect and by how much, but as my game is to be a sort of real
> time diplomacy, there won't be a huge number of affectable things to
> start with...
Actually, not even pregnancy is best simulated with a binary variable --
there's a considerable difference in how being one month pregnant impacts
your ability to do things versus being eight months pregnant.
--
|\ _,,,---,,_ Travis S. Casey <efindel#io,com>
ZZzz /,`.-'`' -. ;-;;,_ No one agrees with me. Not even me.
|,4- ) )-,_..;\ ( `'-'
'---''(_/--' `-'\_)
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- Thread context:
- Re: [MUD-Dev] Re: MUD-Dev digest, Vol 1 #142 - 4 msgs, (continued)
- Re: [MUD-Dev] Re: MUD-Dev digest, Vol 1 #142 - 4 msgs,
Marian Griffith gryphon#iaehv,nl, Tue 24 Aug 1999, 02:37 GMT
- Re: [MUD-Dev] Re: MUD-Dev digest, Vol 1 #142 - 4 msgs,
Matthew Mihaly diablo#best,com, Wed 25 Aug 1999, 01:29 GMT
- Tactical Interest Was Re: [MUD-Dev] Re: MUD-Dev digest, Vol 1 #142 - 4 msgs,
Spin spin#triode,net.au, Thu 16 Sep 1999, 22:39 GMT
- Re: Tactical Interest Was Re: [MUD-Dev] Re: MUD-Dev digest, Vol 1#142 - 4 msgs,
Travis S. Casey efindel#io,com, Fri 17 Sep 1999, 17:47 GMT
- Re: Tactical Interest Was Re: [MUD-Dev] Re: MUD-Dev digest, Vol 1 #142 - 4 msgs,
Hans-Henrik Staerfeldt hhs#cbs,dtu.dk, Fri 17 Sep 1999, 17:48 GMT
- Re: Tactical Interest Was Re: [MUD-Dev] Re: MUD-Dev digest, Vol 1 #142 - 4 msgs,
Adam Wiggins adam#angel,com, Fri 17 Sep 1999, 23:21 GMT
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