Ok I'm going to throw this question out there because I've been considering and trying various things but haven't come up with anything really useful. It's not specific to experienced coders, or even to the Circle codebase, but because I run a Circle derivative and you are all my favourite people (ahem) I put this to you: Has anyone contrived (|| seen || conceived) a completely new and innovative system to imitate physical combat? The following do not count: roundless combat, limb-based damage, a system which requires a player to enter a command for each strike, or other "common" implementations. Ideally, a few things should be considered: 1. does player (as in the real-life person) skill/experience affect the outcome? 2. do character (the in-game virtual person) stats/skills/equipment affect the outcome? (hopefully, to a lesser extent than you will find now) 3. to what extent can lag affect the outcome? (the less, the better) To strike a balance between lag and a player's skill in manipulating his/her character in combat is a difficult thing to do, since the terms "reflexes" and "skill" seem to go conceptually (loosely) hand in hand, but RPGs (and MUDs in particular) are generally not the place for "reflexes", and instead rely on a player's knowledge of the game's mechanic and optimization of certain variables prior to initiating combat. I am curious to know whether it is possible to stray slightly from this traditional system to something more "fast-paced" (and no, super-fast scroll does not count hehe), if you will, which requires a player's full attention to be successful or stay alive. To put it a bit differently -- how to dispose of "AFK fighting". Whether or not this is feasible on a text-based game I am not totally sure of, but I thought I'd get some ideas people might have come up with. -- Btw, I read some emails from the list a couple days ago about classless systems, but haven't had net access to respond promptly. Anyway, I've implemented something similar to what Patrick had in mind about skill trees/spheres, so if anyone who is looking at implementing something like that or is interested, you're welcome to drop by: 24.113.153.23 4000 (...subtle attempt at advertising? No way! *hum*) Rooks +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | +------------------------------------------------------------+
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