> Another option is to have a set of combat moves prechosen by the user as the > fighter's combat routine. > Offensive and defensive actions would be entered in a particular order ahead > of time. And the posture could be set as defensive normal or offensive. The > combat system would cycle through the commands, enacting them when the > situation arises such as block etc. I used to build on a now defunct mud > which had this setup and it was quite effective. We also took out the option > of drinking potions while fighting, I disagreed with that extreme action > instead preferring that we limited the amount of potion material you could > drink. > Er. Yeah. This is why I should probably read my email in reverse order. Basically, my last message duplicates what luke just said here. Also, people got VERY pissed off when i related potions with thirst, and they could no longer quaff 30-40 potions of healing/sanct/whatever to keep their mad rush up. Granted, I thought it was the funniest thing, but in retrospect, it's bad to create a system which requires a dependance upon those items, and furnishes them in such a quantity that everyone uses that technique. Probably should have limited the potions, and THEN limited the drinking of them. PjD -- +---------------------------------------------------------------+ | FAQ: http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | | Archives: http://post.queensu.ca/listserv/wwwarch/circle.html | | Newbie List: http://groups.yahoo.com/group/circle-newbies/ | +---------------------------------------------------------------+
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