> 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) Just a few ideas to toss out. One of the RPG systems I like uses a seconds based system. WEAPONS SPEED - SKILL - REFLEXES is when you go next. Someone with a fine rapier could go more often then someone wielding a club. And some one with greater skill would go more often than someone with a lesser skill. And natural reflexes (ie DEX) would also play a part. I also think an offense/defence ratio would be nice. Especially one you could change on the fly. Or what about combat commands like "protect joe" or "target eyes"? Things to do on a Friday night. Sareena +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | +------------------------------------------------------------+
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