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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>: &lt;<A HREF="mailto:diablo#best,com">diablo#best,com</A>&gt;</LI>
<LI><em>Date</em>: Sat, 30 Jan 1999 23:30:22 -0800 (PST)</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>


On Sat, 30 Jan 1999, J C Lawrence wrote:

&gt; On Sat, 30 Jan 1999 18:29:20 -0800 (PST) 
&gt; diablo &lt;diablo#best,com&gt; wrote:
&gt; 
&gt; &gt; Assuming I'm playing a sadistic player, why would I not just kill
&gt; &gt; the person? 
&gt; 
&gt; Usually becasue actually killing another player's character is either
&gt; difficult or involves repurcussions to your character that are
&gt; unwelcome.  Quite a bit of fun can be had on the repurcussion side:
&gt; 
&gt;   -- make the character increasiningly unlucky or difficult to
&gt; advance/play.

This seems like the sort of thing that players term 'unfair' and is
generally accepted by them as unfair. 

&gt; 
&gt;   -- make the character increasingly unable to defend against attacks
&gt; from characters played by that player in the future.

Same as above. It doesn't make sense to say that you'd learn more from
dying to me than I would from killing you. And, if enough time passed
between the combat encounters by players A and B, then presumably (I'm
speaking in in-game terms here) their fighting styles would have shifted
enough so as to make the specific knowledge gained from fighting the other
guy not so valuable anymore.

&gt; 
&gt;   -- increment some sort of "sin" value which (dependent on threshhold
&gt; value typically) raises some sort of feared threat (eg Island's court
&gt; system).  

This one I like.

&gt; 
&gt;   -- In M59 style, launch revenants against the killer.

I don't know what revenants are, but that sounds pretty arbitrary. I don't
think players like arbitrary. If you couch the "bad-ass, justice-dealing
NPC comes after you" in terms like a court or guards of a city, then
players are mostly willing to accept it.

&lt;much text about combat snipped&gt;

Your proposed combat system does sound interesting from an entirely
different angle than what I was speaking of. I can see how the rush of
trying to avoid getting killed as a several-hundred-hour character is
quite potent. Your system is different enough from mine that I don't have
any of those small doctrinal quibbles with it. In fact as you described it
the only thing I think I wouldn't like is the lack of continuity in
character (basic complaint of mine with perma-death systems I guess). I
like history and to see players play a long time, etc, even if they are
semi-rabid killers. Still, every system has its disadvantages and yours
sounds like a lot of fun.

I was not aware that MUD2 had people sinking hundreds into a character
they could permanently lose. I suppose if players started knowing they
could lose their characters it might be ok, but it's really the sort of
thing I would personally hate as a player, and so it's something I'd
rather not do. (doesn't fit in with my system of combat anyhow)

--matt



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<UL><LI><EM>From:</EM> J C Lawrence &lt;claw#kanga,nu&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] Re: combat</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<ul compact>
<ul compact>
<ul compact>
<ul compact>
<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
<UL>
<LI><strong><A NAME="00326" HREF="msg00326.html">[MUD-Dev] Re: combat</A></strong>, 
J C Lawrence <a href="mailto:claw#kanga,nu">claw#kanga,nu</a>, Sun 31 Jan 1999, 01:04 GMT
<UL>
<LI><strong><A NAME="00330" HREF="msg00330.html">[MUD-Dev] Re: combat</A></strong>, 
diablo <a href="mailto:diablo#best,com">diablo#best,com</a>, Sun 31 Jan 1999, 02:29 GMT
<UL>
<LI><strong><A NAME="00333" HREF="msg00333.html">[MUD-Dev] Re: combat</A></strong>, 
J C Lawrence <a href="mailto:claw#kanga,nu">claw#kanga,nu</a>, Sun 31 Jan 1999, 05:20 GMT
<LI><strong><A NAME="00334" HREF="msg00334.html">[MUD-Dev] Re: combat</A></strong>, 
diablo <a href="mailto:diablo#best,com">diablo#best,com</a>, Sun 31 Jan 1999, 07:30 GMT
</LI>
<LI><strong><A NAME="00337" HREF="msg00337.html">[MUD-Dev] Re: combat</A></strong>, 
Richard Woolcock <a href="mailto:KaVir#nospam,dial.pipex.com">KaVir#nospam,dial.pipex.com</a>, Sun 31 Jan 1999, 19:10 GMT
</LI>
</LI>
</UL>
</LI>
</UL>
</LI>
</UL>
</LI>
<LI><strong><A NAME="00301" HREF="msg00301.html">[MUD-Dev] Re: combat</A></strong>, 
Ben Greear <a href="mailto:greear#cyberhighway,net">greear#cyberhighway,net</a>, Wed 27 Jan 1999, 02:59 GMT
</LI>
</ul>
</ul>
</ul>
</ul>
</ul>
<LI><strong><A NAME="00248" HREF="msg00248.html">[MUD-Dev] Re: META: list "peerage"</A></strong>, 
Dominic J. Eidson <a href="mailto:sauron#the-infinite,org">sauron#the-infinite,org</a>, Mon 25 Jan 1999, 10:01 GMT
</LI>
<LI><strong><A NAME="00250" HREF="msg00250.html">[MUD-Dev] Re: META: list "peerage"</A></strong>, 
Michael.Willey <a href="mailto:Michael.Willey#abnamro,com">Michael.Willey#abnamro,com</a>, Mon 25 Jan 1999, 15:02 GMT
</LI>
</ul>
</LI>
</UL></BLOCKQUOTE>

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