On Wed, 5 Feb 1997, Mike Prior wrote: > What if you have effects like weather or natural disasters that damage > mobiles, that's a little unfair to our humble thieves if they can't backstab > a mob because a tornado rocked it.. > > > Mental wrote: > > > > > > I want to limit the amount of times you can backstab a mob. The backstab > > > flee, backstab flee loop is something I wish to avoid. I have an idea on > > > how to do this. I think that if you backstab a mob, then it should gain > > > > Just modify backstab so that players can't backstab wounded mobs... > > Simple... :) I don't know about everyone else, but where is the logic in not allowing thieves to backstab a wounded target? I can logically see a mob becoming more aware of his surroundings after the first attack. THAT makes sense. Not allowing an attack because the mob is bleeding already? That's a load of crap that smells to high heaven. It would be EASIER to sneak up on something that was bleeding to death and dazed. Please, for the sake of realism in your muds, think about things like this before implementing them. Suspension of Disbelief is hard enough to maintain as is. John Evans mailto:evansj@texas.net http://www.texas.net/~evansj [RPGs, SCA, MUDs and Search Engines] slanted.elfwerks.com:2020 [Slanted Reality] +-----------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://cspo.queensu.ca/~fletcher/Circle/list_faq.html | +-----------------------------------------------------------+
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