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11753: Re: [MUD-Dev] Depth of realism
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From: "Ilya, Game Commandos" <Ilya@gamecommandos.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Thu, 18 Nov 1999 07:52:07 -0800
Organization: Kanga.Nu
On Thu, 18 Nov 1999 01:34:19 -0800, Joe Kingry wrote:
))<big snip>
))Which got me to thinking, can a MUD really handle a battle on the scale of
))two armies? I don't just mean in pure processing time, but in the
))organisation and handling of multiple groups and units etc. It would seem
))almost an entirely different system. Which is what I suppose most people
))would argue with the modern movement of M*'s seems to be away from the
))heavily combat reliant DIKU base. Large scale battles are not the realm of
))M*'s. For example, AD&D really isn't designed for large scale battle, and
))it survives myriad adventures without it.
))<snip>
))Just some thoughts,
))
))Joe
))
D&D (no, I still haven't figured out why I should use AD&D in place of the
original term which has always worked just fine for me!) was written by a
bunch of folks playing with miniatures (a la warhammer) who added in
heroes, gave them lives of their own, and ended up with roleplaying games.
(I know this is a bit of an oversummarization, but the salient points are
about right).
So it's ironic to think of D&D in this light: "It isn't really designed for large
scale battle." Of course it isn't!
This is not meant as an argument, or contradiction of your points, just an
aside.
--
Ilya, Game Commandos http://www.gamecommandos.com
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