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<H1>[MUD-Dev] Re: combat</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: combat</LI>
<LI><em>From</em>: Andy Cink &lt;<A HREF="mailto:ranthor#earthlink,net">ranthor#earthlink,net</A>&gt;</LI>
<LI><em>Date</em>: Mon, 25 Jan 1999 19:40:33 -0800</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
At 02:19 PM 1/25/99 -0800, Matt(diablo#best,com) wrote:
&gt;I've renamed this thread as it no longer has anything to do with peerage.

&gt;With all due respect, your paragraph illustrates one of my major
&gt;complaints with combat on virtually every mud I've ever played. Why is
&gt;just doing damage so important? I find that very boring. In Achaea, for
&gt;example, player v. player combat is very oriented on what I call
&gt;"give-and-take." You give something hindering to your opponent, and he
&gt;tries to heal it. The combat system is too complicated to explain fully,
&gt;but as an example, if I were an Occultist in Achaea, and I were attacking,
&gt;say, someone of the monk class, the first thing I'd do is hit him with an
&gt;Aeon tarot card (which causes a 1 second lag on all commands entered by
&gt;the victim. If you enter a command before the 1 second was up, it would
&gt;clear the first command and there would be a 1 second delay before the
&gt;second one went through). Then I'd hit him with the hangedman tarot card,
&gt;which entangles the monk in rope. All the while, my Chaos Entities would
&gt;be doing various things to the poor monk (lightning bolts, setting him on
&gt;fire, etc). Then I would try to shrivel up his limbs in order to a) stop
&gt;him from walking out of the room and b) stop him from using his martial
&gt;arts. Only after I had incapacitated my opponent would I bother with
&gt;damage. 

&lt;major snippage about Player vs Player fights&gt;

This all really just comes down to a difference in opinions. I take
your point well that combat should consist of a lot more than damage.
As I get into the class design phase of my mud, I will keep this in
mind. But what a lot of this boils down to, is differences of opinion.
In my case, I don't really want player vs player combat taking place
on my mud. I don't really want to start another thread on this, so
I won't list my reasons why :) I just don't like it..

In my case, I want the mud to revolve around killing monsters. I like
combat. I like charging into battle with a two handed sword and full
plate, and hacking three kobolds in half with one huge swing. I want
monsters to fight back as intelligently as possible, and have realistic
skill sets and to fight using them. In my case, I don't enjoy fighting
against other people, I enjoy hacking virtual automatons to bits,
without worrying if I hurt someone else's feelings, or if they're mad
at me now. I just prefer a virtual opponent :) But I want one who can
make me feel challenged, where I worry what to do if he happens to
cast the big bad spell of death.

Making a very detailed PVP system and a very detailed mob combat
system are different sides of the same coin. I don't know how
well you can do one, without doing some degree of neglect to the
other. With 120 class skills, various counters and such, writing
up intelligent mobs could be a nightmare. And coding in intelligent
PVP combat in a system where things are simpler to accomodate the
intelligence of mobs could be equally nightmarish. So as I said,
it comes down to a difference in ideals I think. But I enjoyed your
points and agree that combat should be a lot more than just damage.
Bravo :)

Andy



------------------------------------------------------
EARTH FIRST! We'll stripmine the other planets later.
Ranthor#earthlink,net



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<li><strong><A NAME="00277" HREF="msg00277.html">[MUD-Dev] Re: combat</A></strong>
<ul compact><li><em>From:</em> &lt;diablo#best,com&gt;</li></ul>
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<LI><STRONG><A NAME="00262" HREF="msg00262.html">[MUD-Dev] Re: META: list "peerage"</A></STRONG>
<UL><LI><EM>From:</EM> Andy Cink &lt;ranthor#earthlink,net&gt;</LI></UL></LI>
<LI><STRONG><A NAME="00268" HREF="msg00268.html">[MUD-Dev] combat</A></STRONG>
<UL><LI><EM>From:</EM> &lt;diablo#best,com&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] Re: META: list "peerage"</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00246" HREF="msg00246.html">[MUD-Dev] Re: META: list "peerage"</A></strong>, 
Andy Cink <a href="mailto:ranthor#earthlink,net">ranthor#earthlink,net</a>, Mon 25 Jan 1999, 08:39 GMT
<UL>
<LI><strong><A NAME="00249" HREF="msg00249.html">[MUD-Dev] Re: META: list "peerage"</A></strong>, 
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Mon 25 Jan 1999, 10:29 GMT
<UL>
<LI><strong><A NAME="00262" HREF="msg00262.html">[MUD-Dev] Re: META: list "peerage"</A></strong>, 
Andy Cink <a href="mailto:ranthor#earthlink,net">ranthor#earthlink,net</a>, Mon 25 Jan 1999, 20:48 GMT
<UL>
<LI><strong><A NAME="00268" HREF="msg00268.html">[MUD-Dev] combat</A></strong>, 
diablo <a href="mailto:diablo#best,com">diablo#best,com</a>, Mon 25 Jan 1999, 22:19 GMT
<UL>
<LI><strong><A NAME="00276" HREF="msg00276.html">[MUD-Dev] Re: combat</A></strong>, 
Andy Cink <a href="mailto:ranthor#earthlink,net">ranthor#earthlink,net</a>, Tue 26 Jan 1999, 03:44 GMT
<UL>
<LI><strong><A NAME="00277" HREF="msg00277.html">[MUD-Dev] Re: combat</A></strong>, 
diablo <a href="mailto:diablo#best,com">diablo#best,com</a>, Tue 26 Jan 1999, 04:38 GMT
<UL>
<LI><strong><A NAME="00278" HREF="msg00278.html">[MUD-Dev] Re: combat</A></strong>, 
Ben Greear <a href="mailto:greear#cyberhighway,net">greear#cyberhighway,net</a>, Tue 26 Jan 1999, 05:27 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
<LI><strong><A NAME="00284" HREF="msg00284.html">[MUD-Dev] Re: combat</A></strong>, 
Holly Sommer <a href="mailto:hsommer#micro,ti.com">hsommer#micro,ti.com</a>, Tue 26 Jan 1999, 16:04 GMT
<UL>
<LI><strong><A NAME="00296" HREF="msg00296.html">[MUD-Dev] Re: combat</A></strong>, 
diablo <a href="mailto:diablo#best,com">diablo#best,com</a>, Tue 26 Jan 1999, 22:50 GMT
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