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<H1>Re: [MUD-Dev] Re: Administrative notes</H1>
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<LI><em>To</em>: &lt;<A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A>&gt;</LI>
<LI><em>Subject</em>: Re: [MUD-Dev] Re: Administrative notes</LI>
<LI><em>From</em>: "Jon A. Lambert" &lt;<A HREF="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</A>&gt;</LI>
<LI><em>Date</em>: Tue, 20 May 1997 00:45:39 -0400</LI>
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<PRE>
&gt; From: Nathan Yospe &lt;yospe#hawaii,edu&gt;
&gt; This is true. However, I like having fights between large forces armed
&gt; with weapons of mass destruction. This tends to lead to a one-hit-you're-
&gt; dead philosophy. Not absolutely... most hits result in loss of a limb,
&gt; rather than death... but if you don't have a team to back you up, and you
&gt; lose a limb, and you are lying in agony in a pool of your own blood, the
&gt; chances that your opponents are _not_ going to shoot you where you lie are
&gt; small. Of course, armor is at a premium as well, and battlesuits, and
&gt; large tanks... and wormhole beacons, which grab you in the case of severe
&gt; system shock and dump you in a medical facility.
&gt; 
I think here lies a key difference between medieval and modern/futuristic
combat.  The effects of high-velocity shock are killer in modern combat.  
Wounds tend to be more "difficult" from an E.R. perspective.  Medieval
requires a more "personal touch" to killing with wounds a bit tidier.

Of course I haven't really thought too much about the actual velocity 
of a magic-missile. *grin*
But white phosphorus grenades are Oh so cool. 

&gt; 
&gt; The analogy I draw is nazi occupied europe during WW2... except on a
&gt; galactic scale. Its a brutal game, yes... especially as you are homefront
&gt; resistance, after the homefront has lost.
&gt; 
&gt; Yeah, I tend to take the same philosophy. Not completely the same
&gt; direction with it... but the philosophy of determining your own goals. Of
&gt; course, having an ultimate evil that needs to be destroyed is a bit of a
&gt; deterent to that sort of thing... until you consider that, A) the evil is
&gt; a bit much for anything short of nearly a hundred well trained soldiers
&gt; with a LOT of battle gear, and B) who says that YOUR goal has anything to
&gt; do with destroying that evil? Why not be a colaborator? Or just a
&gt; merchant, getting rich off of both sides? Or whatever role you want to
&gt; play? I'm figuring a year or so before the first time someone gets to the
&gt; point where they can make a go at the big baddie... a few years before
&gt; anyone pulls it off.
&gt; 
A quote comes to mind from one of my favorite authors: 

"To fight the empire is to be infected by its derangement.  
 Whoever defeats part of the empire becomes the empire; 
 it proliferates like a virus... thereby it becomes its enemies."
				- P.K. Dick


JL

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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] Re: Administrative notes</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<LI><strong><A NAME="00625" HREF="msg00625.html">Re: [MUD-Dev] Re: Administrative notes</A></strong>, 
Travis S Casey <a href="mailto:casey#nu,cs.fsu.edu">casey#nu,cs.fsu.edu</a>, Tue 20 May 1997, 19:29 GMT
</LI>
</ul>
<LI><strong><A NAME="00604" HREF="msg00604.html">Re: [MUD-Dev] Re: Administrative notes</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Tue 20 May 1997, 00:17 GMT
<UL>
<LI><strong><A NAME="00624" HREF="msg00624.html">Re: [MUD-Dev] Re: Administrative notes</A></strong>, 
Miroslav Silovic <a href="mailto:silovic#srce,hr">silovic#srce,hr</a>, Tue 20 May 1997, 17:05 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00614" HREF="msg00614.html">Re: [MUD-Dev] Re: Administrative notes</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Tue 20 May 1997, 11:10 GMT
</LI>
<LI><strong><A NAME="00620" HREF="msg00620.html">Re: [MUD-Dev] Re: Administrative notes</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Tue 20 May 1997, 11:42 GMT
</LI>
<LI><strong><A NAME="00622" HREF="msg00622.html">Re: [MUD-Dev] Re: Administrative notes</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Tue 20 May 1997, 11:56 GMT
</LI>
<LI><strong><A NAME="00628" HREF="msg00628.html">Re: [MUD-Dev] Re: Administrative notes</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Tue 20 May 1997, 23:34 GMT
</LI>
<LI><strong><A NAME="00629" HREF="msg00629.html">Re: [MUD-Dev] Re: Administrative notes</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Tue 20 May 1997, 23:35 GMT
<UL>
<LI><strong><A NAME="00655" HREF="msg00655.html">Re: [MUD-Dev] Re: Administrative notes</A></strong>, 
Miroslav Silovic <a href="mailto:silovic#srce,hr">silovic#srce,hr</a>, Wed 21 May 1997, 16:17 GMT
</LI>
</UL>
</LI>
</ul>
</LI>
</UL></BLOCKQUOTE>

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