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<H1>Re: [MUD-Dev] Supporting RP+PG</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI>
<LI><em>Subject</em>: Re: [MUD-Dev] Supporting RP+PG</LI>
<LI><em>From</em>: Matt Chatterley <<A HREF="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</A>></LI>
<LI><em>Date</em>: Wed, 2 Jul 1997 07:28:53 +0000 (GMT)</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:caffeine#unreal,org">caffeine#unreal,org</A></LI>
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<PRE>
On Tue, 1 Jul 1997, Chris Gray wrote:
> [Chris L:]
> :This loses the ugliness of numbers while avoiding the chancy
> :interpretation of adjectives (just how hurt is "in agony" as vs
> :"moaning with pain"?) Essentially you now have a percentage value.
> :The problem which it chares with all the other general systems is in
> :evaluating what 20% damage (or whatever) really means in game
> :functionality.
>
> :ie given a stat at XXX level, what can and can't I do because of that
> :stat?
>
> Well, there are going to be a few percentage levels which the game
> designer has chosen to be cut-offs for certain things. E.g. 10% health
> you are immobile, 50% you are slowed down significantly, etc. Just
> decorate the graphics with some kind of indicators. E.g. change the
> colour of the bar, or just have ticks alongside it. You could even
> do it gradually - have longer marks rather than ticks, and continuously
> change the colour of the bar as it passes the marks. Something tells
> me I've seen something like this before...
Yeah..
On a related note, I feel having "cut offs" at stark points a bad idea -
rather than KOing you at say 10%, I'd rather you had a chance to be KOed
at and after 10% (increasing as health goes down), and a curved fatigue
effect at and after 50%, rather than a sudden thing. Hitpoints aren't
continuous (truly.. but they are kinda), and are all too often used to set
stark and inflexible limits which don't give different physical makeups a
chance to really show their differences. :)
Regards,
-Matt Chatterley
<A HREF="http://user.itl.net/~neddy/index.html">http://user.itl.net/~neddy/index.html</A>
"He can't stop us, we're on a mission from Glod!" - Soul Music (Pratchett)
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<LI><STRONG><A NAME="00010" HREF="msg00010.html">Re: [MUD-Dev] Supporting RP+PG</A></STRONG>
<UL><LI><EM>From:</EM> cg#ami-cg,GraySage.Edmonton.AB.CA (Chris Gray)</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</STRONG>, <EM>(continued)</EM>
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<LI><strong><A NAME="01076" HREF="msg01076.html">Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</A></strong>,
Adam Wiggins <a href="mailto:nightfall#user1,inficad.com">nightfall#user1,inficad.com</a>, Thu 04 Sep 1997, 11:34 GMT
<UL>
<LI><strong><A NAME="01091" HREF="msg01091.html">Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</A></strong>,
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Thu 04 Sep 1997, 19:32 GMT
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</UL>
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</ul>
<LI><strong><A NAME="00608" HREF="msg00608.html">Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</A></strong>,
Adam Wiggins <a href="mailto:nightfall#user2,inficad.com">nightfall#user2,inficad.com</a>, Fri 15 Aug 1997, 18:51 GMT
</LI>
</ul>
</ul>
</ul>
</LI>
<LI><strong><A NAME="00010" HREF="msg00010.html">Re: [MUD-Dev] Supporting RP+PG</A></strong>,
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Wed 02 Jul 1997, 00:18 GMT
<UL>
<LI><strong><A NAME="00030" HREF="msg00030.html">Re: [MUD-Dev] Supporting RP+PG</A></strong>,
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Wed 02 Jul 1997, 13:29 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00009" HREF="msg00009.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>, Wed 02 Jul 1997, 00:18 GMT
<UL>
<LI><strong><A NAME="00072" HREF="msg00072.html">Re: [MUD-Dev] Neighborhood watch</A></strong>,
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Fri 04 Jul 1997, 04:52 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00008" HREF="msg00008.html">Re: [MUD-Dev] Git out the boar spear, Martha!</A></strong>,
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Wed 02 Jul 1997, 00:18 GMT
<UL>
<LI><strong><A NAME="00026" HREF="msg00026.html">Re: [MUD-Dev] Git out the boar spear, Martha!</A></strong>,
Nathan Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Wed 02 Jul 1997, 10:23 GMT
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</UL>
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</UL></BLOCKQUOTE>
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