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30593: RE: [MUD-Dev] Better Combat
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From: Paolo Piselli <ppiselli@yahoo.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Tue, 17 Aug 2004 07:44:46 -0700 (PDT)
References: [1]
Organization: Kanga.Nu
--- David Kennerly <kennerly@finegamedesign.com> wrote:
> Under this clarification, there is not downtime when waiting for
> the optimal moment to execute a strategy. As Steven wrote for the
> example Raph gave, there is tension. The reason tension is not
> downtime is because a player /could/ act before the optimal
> moment.
To relate this to my production-model appraoch: this would be the
difference between the case where there are no rules being
considered for firing (a more "passive" downtime - such as riding a
train to the next town over) and the case where there are rules that
could potentially fire but have not fired yet, and the player is
actively "polling" the world for input (a more "active" downtime -
such as Solid Snake hiding behind a box for the right time to take
out the guard).
-Paolo
=====
Paolo Piselli
ppiselli@yahoo.com
www.piselli.com , www.bestcoastswing.com
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