<!-- MHonArc v2.4.4 --> <!--X-Subject: Re: [MUD-Dev] Level abstractions --> <!--X-From-R13: "Vhvonv" <nfuraNcvkv.pbz> --> <!--X-Date: from fabius.globecomm.net [207.51.48.6] by in11.ibm.net id 867623129.45822-1 Sun Jun 29 22:25:29 1997 CUT --> <!--X-Message-Id: 199706292225.MAA20526#mail,pixi.com --> <!--X-Content-Type: text/plain --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, Re: [MUD-Dev] Level abstractions</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:ashen#pixi,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="msg01586.html">Previous</a> | <a href="msg01588.html">Next</a> ] Thread: [ <a href="msg01589.html">Previous</a> | <a href="msg01579.html">Next</a> ] Index: [ <A HREF="author.html#01587">Author</A> | <A HREF="#01587">Date</A> | <A HREF="thread.html#01587">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>Re: [MUD-Dev] Level abstractions</H1> <HR> <!--X-Subject-Header-End--> <!--X-Head-of-Message--> <UL> <LI><em>To</em>: <<A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A>></LI> <LI><em>Subject</em>: Re: [MUD-Dev] Level abstractions</LI> <LI><em>From</em>: "Huibai" <<A HREF="mailto:ashen#pixi,com">ashen#pixi,com</A>></LI> <LI><em>Date</em>: Sun, 29 Jun 1997 12:31:30 -1000</LI> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> [Levels as abstractions for advancing HP and mana, plus Endurance which depends on an array of skills] Caliban I think:> :> Hit points are static. You have X hit points plus your usual :> constitution bonus, period. Your additional ability to survive :> comes purely from skills like dodge, parry, Matt C: : Pretty much sums it up, although: Constitution/Endurance/ : Stamina statistics should be increaseable, although not : necessarily by a lot. my current system, just as an idea to think on: - not complex but slightly better than straight HP - helps answer question: "How long should combat last?" HP: hit points or health points - exact measure of how much damage your body can take. a level 1 has 40 hp, while a level 24 has 65 hp. notice someone 23 levels higher isn't able to take 23 times as much damage - not even two times as much. EP: endurance points or effort points - how much effort you have to increase your offense, or how much 'wind' you have on defense before you start to take real damage. if in a simple fight, you spend this effort on extra tactics, which depend on skills but can end a fight quickly. to do so reduces your available pool of ability to keep from getting hit, though. players of higher 'levels' presumably have more experience and can last longer in a fight due to being more veteran, so these increase faster than HP. SP: special points or spell points - your available mana for spells or trained tactics, which depend on skills of course. this represents the mental reserve, and is only spent from once the EP are all gone. amounts are smaller than EP but similar in ratio for advancement. HP go up at about 1 per level, SP at about 2 per level. EP increment starting at 5, quickly going to 4, and winding its way down to 1 point increase for the highest levels. Naturally the first 15 'levels' see the best increases, while levels after gain somewhat smaller capability improvements, if you look at potential defense as being [HP+EP] and potential offense as being [EP+SP]. To increase your output of one reduces your reserve of the other. I hope this lines up properly (stupid MIE editor!)... A cut from my guideline table, as a base for [humans]: LEVEL HP (defense) EP (offense) SP 1 40 (80) 40 (70) 30 7 46 (112) 66 (116) 50 14 54 (142) 88 (153) 65 20 61 (165) 104 (186) 82 24 65 (175) 110 (200) 90 All of the above is completely invisible to the player, who doesn't even know that he has levels or XP. He merely has two graphic bars (% of HP and % of SP). EP is a hidden mechanic I play with between the two. Hope this sounded interesting and gave someone an idea. -John G. </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="msg01586.html">Re: [MUD-Dev] common server design</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg01588.html">Re: [MUD-Dev] Neighborhood watch</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg01589.html">Re: [MUD-Dev] Alright... IF your gonna do Disease...</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg01579.html">Re: [MUD-Dev] Another Approach (was: Integrating PK)</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#01587"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#01587"><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><A NAME="01594" HREF="msg01594.html">Re: [MUD-Dev] Neighborhood watch</A></strong>, Brandon J. Rickman <a href="mailto:ashes#pc4,zennet.com">ashes#pc4,zennet.com</a>, Mon 30 Jun 1997, 17:00 GMT <LI><strong><A NAME="01593" HREF="msg01593.html">Re: [MUD-Dev] Neighborhood watch</A></strong>, Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Mon 30 Jun 1997, 13:04 GMT <UL> <LI><strong><A NAME="01609" HREF="msg01609.html">Re: [MUD-Dev] Neighborhood watch</A></strong>, Nathan Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Tue 01 Jul 1997, 03:46 GMT </LI> </UL> </LI> <LI><strong><A NAME="01589" HREF="msg01589.html">Re: [MUD-Dev] Alright... IF your gonna do Disease...</A></strong>, Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Mon 30 Jun 1997, 06:01 GMT <LI><strong><A NAME="01587" HREF="msg01587.html">Re: [MUD-Dev] Level abstractions</A></strong>, Huibai <a href="mailto:ashen#pixi,com">ashen#pixi,com</a>, Mon 30 Jun 1997, 05:25 GMT <LI><strong><A NAME="01579" HREF="msg01579.html">Re: [MUD-Dev] Another Approach (was: Integrating PK)</A></strong>, Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Sun 29 Jun 1997, 09:17 GMT <UL> <LI><strong><A NAME="01581" HREF="msg01581.html">Re: [MUD-Dev] Another Approach (was: Integrating PK)</A></strong>, Nathan Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Sun 29 Jun 1997, 13:20 GMT </LI> </UL> </LI> <LI><strong><A NAME="01572" HREF="msg01572.html">[MUD-Dev] Flexible, Modular Server Design</A></strong>, Brandon Cline <a href="mailto:brandon#merlin,sedona.net">brandon#merlin,sedona.net</a>, Sat 28 Jun 1997, 16:11 GMT <UL> <LI><strong><A NAME="01577" HREF="msg01577.html">Re: [MUD-Dev] Flexible, Modular Server Design</A></strong>, Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Sun 29 Jun 1997, 04:16 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>