Greetings :) I have to comment on this type of timed combat system. Systems such as you are describing have been around for quite some time on LP based muds. Check out some of the more popular LP muds like starmud, dune, etc... -----Original Message----- From: Chris Jacobson [SMTP:fear@ATHENET.NET] Sent: Sunday, February 15, 1998 4:16 PM To: CIRCLE@post.queensu.ca 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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