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<H1>[MUD-Dev] Re[2]:[MUD-Dev] Re: MUD Design doc (long)</H1>
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<LI><em>Subject</em>: [MUD-Dev] Re[2]:[MUD-Dev] Re: MUD Design doc (long) </LI>
<LI><em>From</em>: Michael Willey <<A HREF="mailto:Michael.Willey#abnamro,com">Michael.Willey#abnamro,com</A>></LI>
<LI><em>Date</em>: 18 Dec 1998 15:32:04 -0600</LI>
<LI><em>Cc</em>: mud-dev <<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>></LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
On 12/18/98 2:28 PM, adam#angel,com wrote:
>On 18 Dec 1998, Michael Willey wrote:
>> A simple problem. Assuming Buffy starts at a
>> full charge, a simple script will kill off Boffo
>> in eight seconds, with mana to spare. Something
>> along the lines of..
>>
>> Repeat 4 { chill touch boffo, wait 2 seconds }
>> nuke boffo
>
>Perhaps. But one might note that now the game
>already has more complex combat than 80% of existing
>muds. I'd say that's a pretty good start. Now with
>a little imagination we can extend this and come up
>with some slightly more amusing spells rather than
>straight damage to shake things up a bit.
Ok. I'll certainly agree that you're on to something
interesting here.
[SNIP]
>> Buffy's next goal is probably to raise
>> her mana maximum to 200 points, so she can
>> change her insta-death script to
>>
>> repeat 2 nuke boffo
>>
>> and be done with it.
>
>Actually I think your chill touch trick would *still*
>be better regardless of how much mana she got.
I'd have to disagree - killing Boffo instantly and
regenerating mana later is by far preferable to
conserving mana in combat. The two nuke trick will
kill Boffo immediately, before he even has a chance to
respond.
That's the real point at which your system's balance
breaks down - when one combatant can kill another
without needing to regenerate mana, the kill becomes
instant.
[SNIP]
>Here's some more spells which Boffo or Buffy might
>have. Most of these ideas are not new, of course -
>Magic: The Gathering is a great source for this sort
>of spellcasting, so I will now shamelessly rip off a
>few of its more popular spells.
[SNIP spell list]
>Now with just one or two of these spells at his
>disposal, Boffo could make mincemeat of Buffy
>(presuming she was blindly trusting the 4*chill touch
>+ nuke script you mentioned above).
Sounds like meta-magic - something akin to mana judo,
altering the effects of opponents' spells to use
against them. With or without your mana resource
management setup, that would make a very interesting
tactical subgame. Combining the two subgames is even
better. I'll have to blatantly steal this idea, if
you don't mind.
>The point being that we've removed that annoying
>character lag (which players hate), made clients less
>important than wits, preserved the flow and pacing of
>combat, and in the meantime maybe made the combat
>gameplay a little bit more fun and engaging for the
>players.
Now the trick becomes making a similar system to deal
with physical combat... Substitute fatigue for mana,
have a list of combat maneuvers with advantages and
disadvantages for each situation, and go from there?
Another problem: How do you protect players from the
ravages of real lag? Wouldn't that leave their
characters as drooling idiots, standing around being
punching bags for their opponents?
</PRE>
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<li><strong><A NAME="01032" HREF="msg01032.html">[MUD-Dev] Re: Re[2]:[MUD-Dev] Re: MUD Design doc (long)</A></strong>
<ul compact><li><em>From:</em> J C Lawrence <claw#under,engr.sgi.com></li></ul>
<li><strong><A NAME="01010" HREF="msg01010.html">[MUD-Dev] Re: Re[2]:[MUD-Dev] Re: MUD Design doc (long)</A></strong>
<ul compact><li><em>From:</em> Adam Wiggins <adam#angel,com></li></ul>
<li><strong><A NAME="01008" HREF="msg01008.html">[MUD-Dev] Re: Re[2]:[MUD-Dev] Re: MUD Design doc (long)</A></strong>
<ul compact><li><em>From:</em> Sunny Gulati <sunnywiz#radiks,net></li></ul>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] Re: Re[2]:[MUD-Dev] Re: MUD Design doc (long)</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<LI><strong><A NAME="01026" HREF="msg01026.html">[MUD-Dev] Re: Re[2]:[MUD-Dev] Re: MUD Design doc (long)</A></strong>,
David Bennett <a href="mailto:ddt#discworld,imaginary.com">ddt#discworld,imaginary.com</a>, Mon 21 Dec 1998, 20:43 GMT
</LI>
</ul>
<LI><strong><A NAME="01043" HREF="msg01043.html">[MUD-Dev] Re: Re[2]:[MUD-Dev] Re: MUD Design doc (long)</A></strong>,
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Tue 22 Dec 1998, 20:53 GMT
</LI>
</ul>
</LI>
<LI><strong><A NAME="01011" HREF="msg01011.html">[MUD-Dev] Re: More Laws, was Re: DIS: Client-Server vs Peer-to-Peer</A></strong>,
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Sat 19 Dec 1998, 01:21 GMT
<UL>
<LI><strong><A NAME="01033" HREF="msg01033.html">[MUD-Dev] Re: More Laws, was Re: DIS: Client-Server vs Peer-t o-Peer</A></strong>,
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Mon 21 Dec 1998, 23:41 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="01006" HREF="msg01006.html">[MUD-Dev] Re[2]:[MUD-Dev] Re: MUD Design doc (long)</A></strong>,
Michael Willey <a href="mailto:Michael.Willey#abnamro,com">Michael.Willey#abnamro,com</a>, Fri 18 Dec 1998, 23:32 GMT
<UL>
<LI><strong><A NAME="01008" HREF="msg01008.html">[MUD-Dev] Re: Re[2]:[MUD-Dev] Re: MUD Design doc (long)</A></strong>,
Sunny Gulati <a href="mailto:sunnywiz#radiks,net">sunnywiz#radiks,net</a>, Sat 19 Dec 1998, 00:30 GMT
</LI>
<LI><strong><A NAME="01010" HREF="msg01010.html">[MUD-Dev] Re: Re[2]:[MUD-Dev] Re: MUD Design doc (long)</A></strong>,
Adam Wiggins <a href="mailto:adam#angel,com">adam#angel,com</a>, Sat 19 Dec 1998, 00:58 GMT
</LI>
<LI><strong><A NAME="01032" HREF="msg01032.html">[MUD-Dev] Re: Re[2]:[MUD-Dev] Re: MUD Design doc (long)</A></strong>,
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Mon 21 Dec 1998, 23:36 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00996" HREF="msg00996.html">[MUD-Dev] Some useful links</A></strong>,
Niklas Elmqvist <a href="mailto:d97elm#dtek,chalmers.se">d97elm#dtek,chalmers.se</a>, Fri 18 Dec 1998, 18:23 GMT
</UL></BLOCKQUOTE>
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