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<H1>Re: [MUD-Dev]  Source data on Crossbow</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]  Source data on Crossbow</LI>
<LI><em>From</em>: Matt Chatterley &lt;<A HREF="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</A>&gt;</LI>
<LI><em>Date</em>: Fri, 18 Jul 1997 18:51:57 +0000 (GMT)</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:neddy#itl,net">neddy#itl,net</A></LI>
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<PRE>
On Fri, 18 Jul 1997, Orion Henry wrote:

&gt; 	This brings me to something that I have been puzzleing over
&gt; forever.  How can one express all the numbers in a role-playing game
&gt; with the laws of physics.  What is "damage"?  Is the kenetic energy
&gt; DIRECTLY proportional to the ability for a weapon to puncture armor
&gt; and destroy flesh and bone?  Where does force come into play?  How
&gt; could you express a "Strength" stat?  Would it be a force?  A power
&gt; source?  What?

You could represent most of the 'physical' things in a mud as forces
(collisions, tensions, strains and stresses, etc), but would probably find
it useful to also take energy into consideration - ie: calculating the
energy a player has from food (etc), and using it up as (s)he moves around
carrying heavy gear.

Kinetic energy probably has fairly little to do with the penetration power
of a weapon (although linked to it via forces, and such, its not directly
involved, really). Force of impact, and angle of incidence (as well as
stress/strain considerations) are more important for suchlike.

&gt; 	Could someone come up with a scheme that could figure out 
&gt; how hard you could hit a target with a handheld weapon given the
&gt; attackers strength (in watts?) the mass of the weapon, its length,
&gt; weather its being swung or thrust, if its being used with one hand
&gt; or two, how far apart the hands are to grip the weapon giving more
&gt; leverage, where the center of blance of the weapon is (axe vs sword)
&gt; etc etc..

Watts? Use something like N/m (newtons per m^2) and work with forces for
collisions, rather than in power (which is a rather abstract concept to
the immediate aim). Do conversions to energy later. You could do this, but
it would be far from a simple model. :)

&gt; 	This is something that I have been working on for months and
&gt; have yet to come up with a model that I truly like.  Do any of you
&gt; people with more of a physics bacground than myself shed any light
&gt; on the possible of expressing combat with physics equations.
 
Not a particularly easy task, is the short answer, although worthy of
consideration. :)
 
&gt; &gt; If anyone is interested, I can try to turn these fps figures into impact
&gt; &gt; forces given average missile masses. I'm not terribly good at applying the
&gt; &gt; above, though. :)
&gt; 
&gt; 	Go for it!

I tried once, and gave up, having botched embarrasingly badly.

According to my (mis)calculations, the arrow in the example figures would
strike a target 100 metres away with a net collision force of 3N. 3N being
equal to the force exerted by a 300g mass in earth's gravity. To quote
someone whom I have forgotten, "I think.. not."

&gt; 	Orion Henry
&gt; 
&gt; 


Regards,
	-Matt Chatterley
	<A  HREF="http://user.itl.net/~neddy/index.html">http://user.itl.net/~neddy/index.html</A>
"Doublethink means the power of holding two contradictory beliefs in one's
	mind simultaneously, and accepting both of them." -George Orwell


</PRE>

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<li><strong><A NAME="00188" HREF="msg00188.html">Re: [MUD-Dev]  Source data on Crossbow</A></strong>
<ul compact><li><em>From:</em> Michael Hohensee &lt;michael#sparta,mainstream.net&gt;</li></ul>
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<LI><STRONG><A NAME="00178" HREF="msg00178.html">Re: [MUD-Dev]  Source data on Crossbow</A></STRONG>
<UL><LI><EM>From:</EM> Orion Henry &lt;ohenry#sdcc10,ucsd.edu&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev]  Evil coders from beyond the grave</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<LI><strong><A NAME="00195" HREF="msg00195.html">Re: [MUD-Dev]  Evil coders from beyond the grave</A></strong>, 
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Sat 19 Jul 1997, 02:29 GMT
</LI>
</ul>
</ul>
</LI>
<LI><strong><A NAME="00161" HREF="msg00161.html">[MUD-Dev]  Source data on Crossbow</A></strong>, 
Cynbe ru Taren <a href="mailto:cynbe#laurel,actlab.utexas.edu">cynbe#laurel,actlab.utexas.edu</a>, Thu 17 Jul 1997, 11:30 GMT
<UL>
<LI><strong><A NAME="00165" HREF="msg00165.html">Re: [MUD-Dev]  Source data on Crossbow</A></strong>, 
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Thu 17 Jul 1997, 23:11 GMT
<UL>
<LI><strong><A NAME="00178" HREF="msg00178.html">Re: [MUD-Dev]  Source data on Crossbow</A></strong>, 
Orion Henry <a href="mailto:ohenry#sdcc10,ucsd.edu">ohenry#sdcc10,ucsd.edu</a>, Fri 18 Jul 1997, 12:02 GMT
<UL>
<LI><strong><A NAME="00186" HREF="msg00186.html">Re: [MUD-Dev]  Source data on Crossbow</A></strong>, 
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Sat 19 Jul 1997, 00:52 GMT
<UL>
<LI><strong><A NAME="00188" HREF="msg00188.html">Re: [MUD-Dev]  Source data on Crossbow</A></strong>, 
Michael Hohensee <a href="mailto:michael#sparta,mainstream.net">michael#sparta,mainstream.net</a>, Sat 19 Jul 1997, 01:36 GMT
<UL>
<LI><strong><A NAME="00189" HREF="msg00189.html">Re: [MUD-Dev]  Source data on Crossbow</A></strong>, 
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Sat 19 Jul 1997, 01:51 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
</UL>
</LI>
</UL>
</LI>
<LI><strong><A NAME="00175" HREF="msg00175.html">Re: [MUD-Dev]  Source data on Crossbow</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Fri 18 Jul 1997, 08:04 GMT
</LI>
</UL>
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00166" HREF="msg00166.html">[MUD-Dev]  Source data on Crossbow</A></strong>, 
Cynbe ru Taren <a href="mailto:cynbe#laurel,actlab.utexas.edu">cynbe#laurel,actlab.utexas.edu</a>, Thu 17 Jul 1997, 23:49 GMT
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>

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