[ScryMUD] Request for comments
Jekar Guavarik
jekar00 at hotmail.com
Tue Jul 27 21:36:31 PDT 2004
>Thanks for the insightful feedback. Were you thinking of the
>"professions"
>thing more as an arbitrary self-assignment or a quest oriented guild
>joining
>requirement sort of thing? If it was more toward the latter I could see
>guild-only skills/spells. I.e. once choosing your path and proving your
>worth
>you are allowed to be trained in the most secret of techniques...
>
Yes. The quest could be as simple as finding the group and asking to join,
or as hard as the guild desired. Once joined there would be guild only
skills/spells/socials/gear. Little pirks to make it worth while. Might also
be interesting to alow characters to join more than one guild, with in
reason.
A guild of paladins might not accept a player who was also in a guild of
assasins.
>As for auto-combat, this too is a topic that has been discussed. We haven't
>really come up with a model we think will work (as far as I can
>remember...)
>Do you have any implementation suggestions for an alternative?
>
There are several good alternatives that Ive seen, all of which are used in
commercial muds. For the sake of me getting some sleep tonight, Ill not
detail all of them, and just describe one of my favorites.
Right now, scry has round based combat. In general round based systems rely
manly on a characters gear to determine the outcome of combat. This system
usually encourages players to all go out and find the same godlike plate and
claymore of insta death. When combat begins, each round basically becomes
a number crunch, until one opponent is dead or flees. In other words player
A has 1000 hps, and is doing an average of 50 hps damage per round. Player B
has 1200 hps and is doing an average of 47 hp damage per round. There are
potions and salves that heal, but all things being equal, the outcome is
pretty much determined before the combat begins.
In contrast, one of the more interesting combat models Ive seen uses what
might be called a realtime combat model. (Ive heard some objections to the
term, but it works for me) There are no rounds, but actions will give round
time. For example, If Player A swings his long sword at player B, player A
is given 5 seconds round time in which they can not preform other offensive
actions/retreat. Now player B auto defends the attack and is left slightly
off balance from the attack, so instead of an answer to the attack, she
adjusts her balance by moving into position to parry the next attack. As
soon as player A's 5 second round time is over, he swings again, leaving
him off balance because of his mindless slashing with a heavey sword. The
blow is parried by player B, who was balanced and ready for the attack.
Player B then jabs her short sword through the thigh of the unbalanced
player A, doing an appropriate amount of damage. At this point player A
cries Owie, I give. Being that at the beginning of the dual, they both
agreed that the dual would be to first blood, player B salutes player A,
thanks him for the fight, then mocks him badly as she walks away without
having to flee.
Players skill ranks in their chosen weapons and their primary stats affect
their offence, and skill ranks in their chosen armor and primary stats
affect defense. The armor doesnt affect if you get hit or not, just how
much damage is absorbed.
At this point Im going to get lazy and post links to more information about
it because of the time.
This link has most of the mechanics explained. Actually, after reading it,
it explains it all.
http://www.play.net/dr/info/combat.asp
This link has information on the different combat methods based on weapon
types
http://www.olwydd.org/hunting/guide.php
There are a few other systems Ive seen and if this one doesnt appeal to you,
I'll detail them.
hope it helps,
Jekar
>Thanks,
>Ed
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