> a viable solution. On another note, a large deterrent I have dealt with > towards triggers on a realm I was in was the fact ever skill/command had > a wait state. So if someone was using a "flee;scan;move;backstab;flee" > trigger, they still remained in battle briefly, or if their victim was > no longer there, they still got a wait state for the attempted usage of > the skill. I'd rather not, but I must keep all options open. > Actually, I've written up a system which classifies skills into a number of subsets, each with their own type of wait state, and some interal dependancies. For example, if I bashed someone, then I'd have a wait on combat-skills until I reorient my player (ie, wait 2-3 rounds). However, I can still flee during this time. I just can't try to kick them, or other move requiring preparation, balance, etc in a combat situation. It's not so bad, though usually combat skills get the short shrift from reality; combat skills require more focus than something like running away - flee causes a wait-state on battle skills too. The one thing that really sickens me is a game where people CAN attack, flee, return. On a particular mud, the wait-state for backstab was removed, the damage upped, etc.... For some reason, 2/3's of the players were thieves. You had to have a thief if you wanted to kill the big mobs, unless you were already super-high level. PjD +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | +------------------------------------------------------------+
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