that possibility is fascinating!....did u find any MUDs that have that? it's a good idea for my new MUD -----Original Message----- From: Chris Jacobson <fear@ATHENET.NET> To: CIRCLE@post.queensu.ca <CIRCLE@post.queensu.ca> Date: Sunday, February 15, 1998 8:24 PM Subject: Non-automated combat: input-activated timed combat? >Well, I heard "rumor" of a MUD in existence that used something called >"input-timed combat" or something, but have found no evidence of it. But >the idea that was described to me just made me shiver in ecstasy of the >possibilities it could present (ok so that was probably a little too >descriptive and more than you wanted to know, but listen up :-) > >The basis is that combat is no longer automated. Timers are still used, >but you use input to define your next action, sort of like using skills, >but rather, the skill IS your next attack (and may affect the delay until >your next "attack" occurs). Whatever you input is NOT carried out >immediately, but rather held in memory until your next attack occurs. If >you have multiple attacks (replaced with a system of "combat points" - >maximum number of "attack points" spent per combat round), you could do >combination attacks: hit;circle;kick. If you miss the timed input >marker (i.e, the combat round occurs and you have no "attacks" in >buffer), a default "hit" attack occurs. This could also allow multiple >combatant combat to occur in realistic manner - attacks can be divided >and chosen and called. Also special blocking would now be possible - >using a "duck" for one of your combat round moves could effectively >triple your chance of avoiding that "kick" coming your way. > >To compensate, combat must be slowed down. Of course, this also makes >combat more realistic, and moves more towards roleplaying in a Diku MUD >rather than hack and slashing... perhaps the long sought perfect >combination! > >And making mobs that fight effectively with it is not too difficult. If >necessary, a simple random system could be used, or just mobs "hit"ting >all the time, with mobprogs/scripts allowing for more custom occurences. > >Since my group is starting up a second mud, I think I'll look at this >possibility for combat, rather than event based or pulse based combat >that is so common today. >It would really add a great twist to things... > >- Chris Jacobson > > > +------------------------------------------------------------+ > | Ensure that you have read the CircleMUD Mailing List FAQ: | > | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | > +------------------------------------------------------------+ > +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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