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<H1>Re: [MUD-Dev] New topic: AI and NPCs</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] New topic: AI and NPCs</LI>
<LI><em>From</em>: Adam Wiggins <<A HREF="mailto:nightfall#user1,inficad.com">nightfall#user1,inficad.com</A>></LI>
<LI><em>Date</em>: Sun, 31 Aug 1997 23:41:28 -0700 (MST)</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:nightfall#inficad,com">nightfall#inficad,com</A></LI>
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<PRE>
[Jeff K:]
> At 08:37 AM 8/31/97 PST8PDT, Adam Wiggins wrote:
> >*nod*...most of our wrestlers are completely unskilled. Wrestling was
> something
> >we threw in as more of a way to help out the big, slow guys - if that
>
> Just as a note most RPG systems balance the speed of a little guy with the
> damage dealt. The big guy with greater strength does much mroe damage when
> he DOES hit. But whatever works for you.
Right, but our combat system is completely different from anything I've
ever seen. Mainly since we model damage so realisticaly - we quickly
found that a lumbering 900 lb ogre-type critter versus a 150 lb elf
with a fast sword-arm and a sharp rapier lost every time. A rapier through
the guts of a 900 lb ogre kills just as surely as any 'hard-hitting' attack.
Of course this makes sense, but isn't exactly what we wanted.
> >*nod*...although I should tell you our size scale. Our test runs usually
> >involve sending in two or three goblins (~50 lb each, 3') versus a
> >minotaur (~800 lb, 9') or a jhaa'rdk (~900 lb, 9').
>
> Well that certainly is an extreme you dont see in the real world. Coudl a
> man, or boy, with the proepr techniques, hold a horse? I tyend to think
> so, but the techniques woudl be very different tehn for a man. Thats just
> an opinion though. i knwo of no practical tests :)
Yeah, there's another good point - varying anatomy. How about creatures that
drop limbs (ala lizards' tails), or that can shapechange on the fly (T-1000)?
Difficult to test, as you say, so one can only speculate. I find it pretty
interesting to consider and then try to implement.
> >Secondly, I didn't write any of the wrestling code, but rather my partner
> >(who is currently practising Jujitsu, although I'm not sure how his
> >experience level compares to yours).
>
> Hmm. I studied Judo. Its been years, i hardly even remember msot of my
> Japanese and though Is tudied a numeb of years I was never very good
> frankly but i WAS good at undertsnading the theory ;)
>
> Jujitsu is the martial art from which the sport Judo wss derived. Itw as
> always my understanding that the two are, at the theoretical roots, pretty
> much identical BUT I've never studied Jujitsu itself so I coudl well have
> holes in my knowledge there.
And this is another thing that interests me - fighting styles. Even watching
old martial arts movies and seeing the difference between Kung Fu, Tae Kwon
Do, Karate etc...when it gets *really* interesting is when you throw the
various styles against another, ideally completely different, style.
In some cases speculation is your only choice, given the fantastical
nature of a mud world - what IS the outcome of a 2 foot droid with a stun
rod versus a 9' Kzin with imcredible strength and razor-sharp claws?
</PRE>
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<li><strong><A NAME="00959" HREF="msg00959.html">Re: [MUD-Dev] New topic: AI and NPCs</A></strong>
<ul compact><li><em>From:</em> Jeff Kesselman <jeffk#tenetwork,com></li></ul>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] New topic: AI and NPCs</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<LI><strong><A NAME="00865" HREF="msg00865.html">Re: [MUD-Dev] New topic: AI and NPCs</A></strong>,
Adam Wiggins <a href="mailto:nightfall#user2,inficad.com">nightfall#user2,inficad.com</a>, Sat 30 Aug 1997, 22:07 GMT
<UL>
<LI><strong><A NAME="00870" HREF="msg00870.html">Re: [MUD-Dev] New topic: AI and NPCs</A></strong>,
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Sun 31 Aug 1997, 05:25 GMT
<UL>
<LI><strong><A NAME="00876" HREF="msg00876.html">Re: [MUD-Dev] New topic: AI and NPCs</A></strong>,
Adam Wiggins <a href="mailto:nightfall#user2,inficad.com">nightfall#user2,inficad.com</a>, Sun 31 Aug 1997, 08:16 GMT
<UL>
<LI><strong><A NAME="00900" HREF="msg00900.html">Re: [MUD-Dev] New topic: AI and NPCs</A></strong>,
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Sun 31 Aug 1997, 19:07 GMT
<UL>
<LI><strong><A NAME="00939" HREF="msg00939.html">Re: [MUD-Dev] New topic: AI and NPCs</A></strong>,
Adam Wiggins <a href="mailto:nightfall#user1,inficad.com">nightfall#user1,inficad.com</a>, Mon 01 Sep 1997, 06:38 GMT
<UL>
<LI><strong><A NAME="00959" HREF="msg00959.html">Re: [MUD-Dev] New topic: AI and NPCs</A></strong>,
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Mon 01 Sep 1997, 19:21 GMT
<UL>
<LI><strong><A NAME="01113" HREF="msg01113.html">Re: [MUD-Dev] New topic: AI and NPCs</A></strong>,
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Fri 05 Sep 1997, 22:25 GMT
<UL>
<LI><strong><A NAME="01125" HREF="msg01125.html">Re: [MUD-Dev] New topic: AI and NPCs</A></strong>,
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Sat 06 Sep 1997, 07:17 GMT
<LI><strong><A NAME="01179" HREF="msg01179.html">Re: [MUD-Dev] New topic: AI and NPCs</A></strong>,
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Thu 11 Sep 1997, 20:41 GMT
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