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<H1>Re: [MUD-Dev] injury-based 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>: Re: [MUD-Dev] injury-based combat</LI>
<LI><em>From</em>: Matthew Mihaly &lt;<A HREF="mailto:diablo#best,com">diablo#best,com</A>&gt;</LI>
<LI><em>Date</em>: Thu, 22 Jul 1999 14:57:42 -0700 (PDT)</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Sender</em>: <A HREF="mailto:mud-dev-admin#kanga,nu">mud-dev-admin#kanga,nu</A></LI>
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<PRE>
On Thu, 22 Jul 1999, Brian Carter wrote:

&gt; 
&gt; I am currently working on a system that encapsulates both. Give the player
&gt; hit points and assign them to body parts then aim the combat at various
&gt; limbs, i.e legs, arms, body etc.. If a limb recieves a certain amount of
&gt; damage then it is inoperable. This has a nice side effect for dual wielding
&gt; players should one arm fall off, and you should see a player trying to flee
&gt; with a leg missing !!
&gt; 
&gt; I am also adding in the chance of a critical hit, which would render the
&gt; limb completely useless if not severed. The only way to regain the lost
&gt; limbs after combat is to visit the surgeon and have them replaced at cost.
&gt; Obviously critical hits to the head, i.e severed, result in instant death so
&gt; the percentage chance of that happening is very small. Just my 2 cents ...

Our system works somewhat like this. Limbs, head, and torso can all take
damage. When a limb reaches "damage level 1", it breaks. When it reaches
"damage level 2" it breaks, and cannot be healed until a salve of
restoration is applied. Torso damage causes massive internal bleeding, and
head damage eventually causes a concussion (which is the nastiest
affliction that Achaea has).

However, that's just a small part of the system. A system that simply says
"X body part has sustained X amount of damage" is pretty limited though.
For instance, we have a whole range of mental afflictions (from
agoraphobia, to claustrophobia, to confusion, dizziness, etc) that work
independently of body part damage. You could just map each affliction to X
amount of damage, but that is too predictable.

What we do generally is make it impossible to kill anyone who is any good
and paying any sort of attention by doing just straight damage. You have
to incapacitate the person's ability to heal by giving him/her various
afflictions, and then start pouring on the damage.
--matt




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<A  HREF="http://www.kanga.nu/lists/listinfo/mud-dev">http://www.kanga.nu/lists/listinfo/mud-dev</A>


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<LI><STRONG><A NAME="00026" HREF="msg00026.html">Re: [MUD-Dev] injury-based combat</A></STRONG>
<UL><LI><EM>From:</EM> "Brian Carter" &lt;muddev#wyrms-of-malice,com&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] dispatching events</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<LI><strong><A NAME="00029" HREF="msg00029.html">Re: [MUD-Dev] dispatching events</A></strong>, 
Greg Miller <a href="mailto:gmiller#classic-games,com">gmiller#classic-games,com</a>, Thu 22 Jul 1999, 21:38 GMT
</LI>
</ul>
</ul>
</LI>
<LI><strong><A NAME="00016" HREF="msg00016.html">[MUD-Dev] injury-based combat</A></strong>, 
Greg Miller <a href="mailto:gmiller#classic-games,com">gmiller#classic-games,com</a>, Thu 22 Jul 1999, 17:12 GMT
<UL>
<LI><strong><A NAME="00026" HREF="msg00026.html">Re: [MUD-Dev] injury-based combat</A></strong>, 
Brian Carter <a href="mailto:muddev#wyrms-of-malice,com">muddev#wyrms-of-malice,com</a>, Thu 22 Jul 1999, 21:03 GMT
<UL>
<LI><strong><A NAME="00028" HREF="msg00028.html">Re: [MUD-Dev] injury-based combat</A></strong>, 
Greg Miller <a href="mailto:gmiller#classic-games,com">gmiller#classic-games,com</a>, Thu 22 Jul 1999, 21:38 GMT
</LI>
<LI><strong><A NAME="00031" HREF="msg00031.html">Re: [MUD-Dev] injury-based combat</A></strong>, 
Matthew Mihaly <a href="mailto:diablo#best,com">diablo#best,com</a>, Thu 22 Jul 1999, 21:59 GMT
</LI>
</UL>
</LI>
</UL>
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00032" HREF="msg00032.html">Re: [MUD-Dev] injury-based combat</A></strong>, 
Ilya, SCC, Game Commando <a href="mailto:Ilya#gamecommandos,com">Ilya#gamecommandos,com</a>, Fri 23 Jul 1999, 01:01 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00005" HREF="msg00005.html">Re: [MUD-Dev] Containing automation?</A></strong>, 
Ilya, SCC, Game Commando <a href="mailto:Ilya#gamecommandos,com">Ilya#gamecommandos,com</a>, Tue 20 Jul 1999, 23:14 GMT
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00006" HREF="msg00006.html">RE: [MUD-Dev] Containing automation?</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Tue 20 Jul 1999, 23:16 GMT
<UL>
<LI><strong><A NAME="00007" HREF="msg00007.html">RE: [MUD-Dev] Containing automation?</A></strong>, 
AR Schleicher <a href="mailto:ars#nwu,edu">ars#nwu,edu</a>, Wed 21 Jul 1999, 00:54 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>

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