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<H1>Re: [MUD-Dev] Integrating PK</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] Integrating PK</LI>
<LI><em>From</em>: Adam Wiggins <<A HREF="mailto:nightfall#user1,inficad.com">nightfall#user1,inficad.com</A>></LI>
<LI><em>Date</em>: Wed, 2 Jul 1997 01:58:51 -0700 (MST)</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:nightfall#inficad,com">nightfall#inficad,com</A></LI>
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<PRE>
[Chris L:]
> at 08:58 AM, Adam Wiggins <nightfall#user1,inficad.com> said:
> >Yeah, well this is just the nature of the weapon. Fists qualify as a
> >blunt object made of flesh and bone. For the exact same reason a
> >club is going to be a lot more likely to KO someone than actually
> >kill them.
>
> Its worth talking to someone who has some direct combat experience
> (tho an ER tech would do as well). To take the classic example, it is
> damned difficult to hit someone on the back of the head with
> <whatever> and knock them unconcious without killing them. The line
> between KO and DOA for head blows is extremely vague, fuzzy, and
> treacherous.
Yes, as I think I've mentioned before, my partner and I talked to two
ER/OR nurses each with over a dozen years of 'real' experience on
these matters while designing our wounds system. There's a lot of
interesting stuff with brain swelling, reactions by various
portions of the brain (specifically all that crap hanging under the
gray matter itself), hemoraging, and so forth. However I didn't
code any of the wound system and it's been a while; maybe I'll see
if I can dig up some of the old documents to post here. Interesting
reading whether it's useful to you or not.
At any rate, I've been involved in and/or witnessed plenty of fistfights
and I've yet to see anyone die from blows sustained in combat. On the
other hand, KOs are a bit rarer thing that Hollywood would like us to
believe - usually one of the combantants just decides they are beat and
stays down. I think the main 'advantage', persay, of blunt attacks
for non-lethal damage, is that it takes either a large amount of force
and/or a very specific target location on the body to actually kill
someone. An arrow going through the torso is a pretty easy method, however -
it's not difficult to hit a lung, and even a weakling can pull a bow
with a large enough draw weight to transfix an unarmored, fully-grown
man. By the same token a poorly-aimed, weak dagger blow can potentially
cut open an artery (takes at least mild force) or open a wound which
will cause a good amount of blood loss and a nasty infection. Bludgeonous
attacks take a little more effort; a childhood friend of mine was recently
put into a coma by a man quite a bit larger than him who spent half
an hour working him over with a heavy lead pipe. He was hurt badly and lost
most of his teeth, but not dead - I would wager that the same attacks
from a dagger or a sword would have rendered him pretty much mincemeat.
</PRE>
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<LI><STRONG><A NAME="00016" HREF="msg00016.html">Re: [MUD-Dev] Integrating PK</A></STRONG>
<UL><LI><EM>From:</EM> clawrenc#cup,hp.com</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] Integrating PK</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00032" HREF="msg00032.html">Re: [MUD-Dev] Integrating PK</A></strong>,
Adam Wiggins <a href="mailto:nightfall#user1,inficad.com">nightfall#user1,inficad.com</a>, Wed 02 Jul 1997, 15:19 GMT
<UL>
<LI><strong><A NAME="00040" HREF="msg00040.html">Re: [MUD-Dev] Integrating PK</A></strong>,
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Wed 02 Jul 1997, 22:20 GMT
</LI>
<LI><strong><A NAME="00073" HREF="msg00073.html">Re: [MUD-Dev] Integrating PK</A></strong>,
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Fri 04 Jul 1997, 05:17 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00016" HREF="msg00016.html">Re: [MUD-Dev] Integrating PK</A></strong>,
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Wed 02 Jul 1997, 03:47 GMT
<UL>
<LI><strong><A NAME="00034" HREF="msg00034.html">Re: [MUD-Dev] Integrating PK</A></strong>,
Adam Wiggins <a href="mailto:nightfall#user1,inficad.com">nightfall#user1,inficad.com</a>, Wed 02 Jul 1997, 15:54 GMT
</LI>
<LI><strong><A NAME="00042" HREF="msg00042.html">Re: [MUD-Dev] Integrating PK</A></strong>,
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Wed 02 Jul 1997, 22:42 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00017" HREF="msg00017.html">Re: [MUD-Dev] Integrating PK</A></strong>,
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Wed 02 Jul 1997, 04:04 GMT
</LI>
<LI><strong><A NAME="00027" HREF="msg00027.html">Re: [MUD-Dev] Integrating PK</A></strong>,
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Wed 02 Jul 1997, 10:33 GMT
</LI>
<LI><strong><A NAME="00092" HREF="msg00092.html">Re: [MUD-Dev] Integrating PK</A></strong>,
Nathan Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Thu 10 Jul 1997, 02:09 GMT
</LI>
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</UL></BLOCKQUOTE>
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