<!-- MHonArc v2.4.4 --> <!--X-Subject: [MUD-Dev] Re: MUD Design doc - Combat --> <!--X-From-R13: "Qnyvona Fverfvnf Rnexybpx" <pnyvonaNqnexybpx.pbz> --> <!--X-Date: Tue, 5 Jan 1999 11:36:50 -0800 --> <!--X-Message-Id: 00d701be38e4$94610dc0$55e5edd0@dev-18.chilisoft.com --> <!--X-Content-Type: text/plain --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, [MUD-Dev] Re: MUD Design doc - Combat</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:caliban#darklock,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="msg00047.html">Previous</a> | <a href="msg00049.html">Next</a> ] Thread: [ <a href="msg00079.html">Previous</a> | <a href="msg00050.html">Next</a> ] Index: [ <A HREF="author.html#00048">Author</A> | <A HREF="#00048">Date</A> | <A HREF="thread.html#00048">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>[MUD-Dev] Re: MUD Design doc - Combat</H1> <HR> <!--X-Subject-Header-End--> <!--X-Head-of-Message--> <UL> <LI><em>To</em>: <<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>></LI> <LI><em>Subject</em>: [MUD-Dev] Re: MUD Design doc - Combat </LI> <LI><em>From</em>: "Caliban Tiresias Darklock" <<A HREF="mailto:caliban#darklock,com">caliban#darklock,com</A>></LI> <LI><em>Date</em>: Tue, 5 Jan 1999 11:49:24 -0800</LI> <LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> -----Original Message----- From: Koster, Raph <rkoster#origin,ea.com> To: 'mud-dev#kanga,nu' <mud-dev#kanga,nu> Date: Tuesday, January 05, 1999 11:24 AM Subject: [MUD-Dev] Re: MUD Design doc - Combat >> -----Original Message----- >> From: J C Lawrence [<A HREF="mailto:claw#kanga,nu">mailto:claw#kanga,nu</A>] >> Sent: Monday, January 04, 1999 12:29 AM >> To: mud-dev#kanga,nu >> Subject: [MUD-Dev] Re: MUD Design doc - Combat >> > >> I *really* dislike generically automated combat. There's a balance >> there between control and amusement. I'd rather not enter commands >> for every beat of my character's heart. I'd also rather not see >> enter-command-and-sit-back-until-desired-state-accomplished. I've already mentioned my instant-combat method. Enter command, done. ;) What I'm still primarily stuck with ATM is the problem of how to make team cooperation desirable. Given the instant combat method, having multiple people enter the same combat is not really possible. Given the pure "to the death" combat mode and the semi-permadeath structure, stacking up five people to go in one by one is not desirable (the first guys in... die). Clearly, there should be some other method of making the team more than the sum of its parts. >There's one darn good reason to have the latter--it's less vulnerable to >latency. The more interactive, the more vulnerable the player is to loss >of connection or packet loss or plain old lag which causes them to miss >or mistime crucial input. It's a difficult task, but I've been trying to strip out all the time critical parts of the game. The only thing I can't really resolve is race conditions between players -- if you want to dock at a port and buy something, and someone else does too, the faster connect wins. This is annoying, but can't really be helped. The faster typist or script-automated ship will always beat the slower, more methodical player. Query: Do other people see this as a similar problem in their systems, and how do you resolve it? Is it acceptable to just note the problem and ignore it, or should the fast-connect people be somehow penalised to level the playing field? Should some method to reward slow connections be placed? Thought: This idea comes from MUSH. Whenever you enter a command, you get charged some amount of MUD-money. The person who enters more commands pays more to enter them. If this also scales with personal power and wealth, a command from the powermonger costs more than the same command from the newbie. What is your general reaction to this? Is this a good idea? A bad idea? Where are the pitfalls and problems in it? | Caliban Tiresias Darklock caliban#darklock,com | Darklock Communications <A HREF="http://www.darklock.com/">http://www.darklock.com/</A> | U L T I M A T E U N I V E R S E I S N O T D E A D | 774577496C6C6E457645727355626D4974H -=CABAL::3146=- </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="msg00047.html">[MUD-Dev] Re: MUD Design doc - Combat</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg00049.html">[MUD-Dev] [OT Humor] Mudder's Rhapsody</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg00079.html">[MUD-Dev] Re: MUD Design doc - Combat</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg00050.html">[MUD-Dev] Re: MUD Design doc - Combat</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#00048"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#00048"><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>[MUD-Dev] Re: MUD Design doc - Combat</STRONG>, <EM>(continued)</EM> <ul compact> <ul compact> <LI><strong><A NAME="00058" HREF="msg00058.html">[MUD-Dev] Re: MUD Design doc - Combat</A></strong>, Nathan F Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Wed 06 Jan 1999, 02:25 GMT <UL> <LI><strong><A NAME="00077" HREF="msg00077.html">[MUD-Dev] Re: MUD Design doc - Combat</A></strong>, James Wilson <a href="mailto:jwilson#rochester,rr.com">jwilson#rochester,rr.com</a>, Thu 07 Jan 1999, 02:09 GMT <UL> <LI><strong><A NAME="00078" HREF="msg00078.html">[MUD-Dev] Re: MUD Design doc - Combat</A></strong>, diablo <a href="mailto:diablo#best,com">diablo#best,com</a>, Thu 07 Jan 1999, 02:51 GMT </LI> <LI><strong><A NAME="00079" HREF="msg00079.html">[MUD-Dev] Re: MUD Design doc - Combat</A></strong>, Nathan F Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Thu 07 Jan 1999, 02:54 GMT </LI> </UL> </LI> </UL> </LI> </ul> <LI><strong><A NAME="00048" HREF="msg00048.html">[MUD-Dev] Re: MUD Design doc - Combat</A></strong>, Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Tue 05 Jan 1999, 19:36 GMT </LI> <LI><strong><A NAME="00050" HREF="msg00050.html">[MUD-Dev] Re: MUD Design doc - Combat</A></strong>, quzah [softhome] <a href="mailto:quzah#softhome,net">quzah#softhome,net</a>, Tue 05 Jan 1999, 21:07 GMT <UL> <LI><strong><A NAME="00107" HREF="msg00107.html">[MUD-Dev] Re: MUD Design doc - Combat</A></strong>, T. Alexander Popiel <a href="mailto:popiel#snugharbor,com">popiel#snugharbor,com</a>, Mon 11 Jan 1999, 16:23 GMT <UL> <LI><strong><A NAME="00125" HREF="msg00125.html">[MUD-Dev] Re: MUD Design doc - Combat</A></strong>, J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Wed 13 Jan 1999, 01:16 GMT </LI> </UL> </LI> </UL> </LI> <LI><strong><A NAME="00052" HREF="msg00052.html">[MUD-Dev] Re: MUD Design doc - Combat</A></strong>, Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Tue 05 Jan 1999, 22:27 GMT </LI> </ul> </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>