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<H1>Re: Tactical Interest Was Re: [MUD-Dev] Re: MUD-Dev digest, Vol 1#142 - 4 msgs</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Subject</em>: Re: Tactical Interest Was Re: [MUD-Dev] Re: MUD-Dev digest, Vol 1#142 - 4 msgs</LI>
<LI><em>From</em>: "Travis S. Casey" <<A HREF="mailto:efindel#io,com">efindel#io,com</A>></LI>
<LI><em>Date</em>: Fri, 17 Sep 1999 08:23:25 -0500 (CDT)</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Sender</em>: <A HREF="mailto:mud-dev-admin#kanga,nu">mud-dev-admin#kanga,nu</A></LI>
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<PRE>
On Thu, 16 Sep 1999, Spin wrote:
> If shield affects some combat statistic (damage avoidance) which is
> affected by other factors as well, eg character speed, then some players
> will indeed survive both encounters with a light shield, or a heavy shield,
> or neither. Obviously this opens the system up to abuse by power gamers,
> but this is really a game balance issue, which I don't even want to open
> the lid on.
I think the whole quantisation thing is largely restricted to muds. Most
paper RPGs don't have binary values for things -- they have a range of
possibilities, which can often be modified by many things. The only
reason I can think of why muds would be more likely to have binary values
for things is space-conscious admins -- you can store a lot of binary
values very compactly. In a paper RPG, of course, giving something a
numeric level takes only a little more space on a character sheet than
giving it a binary.
> As I embark off on a totally new project, I'm striving to totally avoid
> such quantisation, however I'm not sure that I can do without it. Aside
> from pregnancy, has anyone ever encountered something that was best
> simulated with a binary type variable? The only other problem I see with
> this is the need for objects to carry around a large number of values for
> what they affect and by how much, but as my game is to be a sort of real
> time diplomacy, there won't be a huge number of affectable things to
> start with...
Actually, not even pregnancy is best simulated with a binary variable --
there's a considerable difference in how being one month pregnant impacts
your ability to do things versus being eight months pregnant.
--
|\ _,,,---,,_ Travis S. Casey <efindel#io,com>
ZZzz /,`.-'`' -. ;-;;,_ No one agrees with me. Not even me.
|,4- ) )-,_..;\ ( `'-'
'---''(_/--' `-'\_)
_______________________________________________
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<LI><STRONG><A NAME="00340" HREF="msg00340.html">Tactical Interest Was Re: [MUD-Dev] Re: MUD-Dev digest, Vol 1 #142 - 4 msgs</A></STRONG>
<UL><LI><EM>From:</EM> Spin <spin#triode,net.au></LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] Re: MUD-Dev digest, Vol 1 #142 - 4 msgs</STRONG>, <EM>(continued)</EM>
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<LI><strong><A NAME="00118" HREF="msg00118.html">Re: [MUD-Dev] Re: MUD-Dev digest, Vol 1 #142 - 4 msgs</A></strong>,
Greg Miller <a href="mailto:gmiller#classic-games,com">gmiller#classic-games,com</a>, Wed 18 Aug 1999, 20:50 GMT
</LI>
</ul>
<LI><strong><A NAME="00125" HREF="msg00125.html">Re: [MUD-Dev] Re: MUD-Dev digest, Vol 1 #142 - 4 msgs</A></strong>,
Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Tue 24 Aug 1999, 02:37 GMT
<UL>
<LI><strong><A NAME="00132" HREF="msg00132.html">Re: [MUD-Dev] Re: MUD-Dev digest, Vol 1 #142 - 4 msgs</A></strong>,
Matthew Mihaly <a href="mailto:diablo#best,com">diablo#best,com</a>, Wed 25 Aug 1999, 01:29 GMT
</LI>
<LI><strong><A NAME="00340" HREF="msg00340.html">Tactical Interest Was Re: [MUD-Dev] Re: MUD-Dev digest, Vol 1 #142 - 4 msgs</A></strong>,
Spin <a href="mailto:spin#triode,net.au">spin#triode,net.au</a>, Thu 16 Sep 1999, 22:39 GMT
<UL>
<LI><strong><A NAME="00357" HREF="msg00357.html">Re: Tactical Interest Was Re: [MUD-Dev] Re: MUD-Dev digest, Vol 1#142 - 4 msgs</A></strong>,
Travis S. Casey <a href="mailto:efindel#io,com">efindel#io,com</a>, Fri 17 Sep 1999, 17:47 GMT
</LI>
<LI><strong><A NAME="00377" HREF="msg00377.html">Re: Tactical Interest Was Re: [MUD-Dev] Re: MUD-Dev digest, Vol 1 #142 - 4 msgs</A></strong>,
Hans-Henrik Staerfeldt <a href="mailto:hhs#cbs,dtu.dk">hhs#cbs,dtu.dk</a>, Fri 17 Sep 1999, 17:48 GMT
</LI>
<LI><strong><A NAME="00386" HREF="msg00386.html">Re: Tactical Interest Was Re: [MUD-Dev] Re: MUD-Dev digest, Vol 1 #142 - 4 msgs</A></strong>,
Adam Wiggins <a href="mailto:adam#angel,com">adam#angel,com</a>, Fri 17 Sep 1999, 23:21 GMT
<UL>
<LI><strong><A NAME="00401" HREF="msg00401.html">Re: Tactical Interest Was Re: [MUD-Dev] Re: MUD-Dev digest, Vol 1 #142 - 4 msgs</A></strong>,
Mik Clarke <a href="mailto:mikclrk#ibm,net">mikclrk#ibm,net</a>, Mon 20 Sep 1999, 01:19 GMT
</LI>
<LI><strong><A NAME="00430" HREF="msg00430.html">[MUD-Dev] Re: Tactical Interest</A></strong>,
Spin <a href="mailto:spin#triode,net.au">spin#triode,net.au</a>, Tue 21 Sep 1999, 02:16 GMT
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