[Home] [Groups] - Message: [Prev in Group] [Next in Group]
19114: Re: [MUD-Dev] called shots
[Full Header] [Plain Text]
From: Travis Casey <efindel@earthlink.net>
Newsgroups: nu.kanga.list.mud-dev
Date: Tue, 1 May 2001 10:18:52 -0400
References: [1] [2] <-newest
Organization: Kanga.Nu
Monday, April 30, 2001, 11:24:28 AM, Kwon Ekstrom
<justice@softhome.net> wrote:
> From: "shren" <shren@io.com>
>> From: "Josh Rollyson" <dinodrac@summit.magenet.net>
>>> When I played D&D we had called shot rules [snip]
>> get. In a real combat, the exact nature of the opening would
>> change from second to second, based on terrain, the last strikes,
>> and a hundred other little details. Just having one to hit roll
>> and assuming that you're just trying to do a damaging connect is
> IMHO, the computer cannot match the computational power of a single
> human, in order to take all possible factors into consideration
> you'd generate major load for just a single action. Some
> abstraction is necessary to keep things at a level that the computer
> can handle without generating lag for everyone else.
Umm... I think you may not have read what Shen wrote very carefully --
he says right after the part that you quoted that just having one to
hit roll and assuming that the character is always going for maximum
damage is a pretty good abstraction. Nowhere does he suggest making
the system actually try to take all of the factors that he mentions
making a difference in real combat into account.
>> Or maybe they do. Maybe you implement a system that solves this.
>> Maybe repeated critical strikes to the same area get penalties.
>> Any really systematic approach to this, however, just opens up
>> exploits where the players will do the most statistically
>> advantageous strikes repeatedly. [snip]
> Rather than a set AI saying "I'm getting hit in the head, time to
> block", a reflexive system would work better, "He's swinging high,
> I'm in a position to block so try to block, I'm not in a position to
> block, step back", etc...
Not only is it likely to work better, but it's also more realistic.
In real combat, one doesn't choose a defense without having any idea
whatsoever how your opponent is attacking. Defense is as much
reactive as active.
--
|\ _,,,---,,_ Travis S. Casey <efindel@earthlink.net>
ZZzz /,`.-'`' -. ;-;;,_ No one agrees with me. Not even me.
|,4- ) )-,_..;\ ( `'-'
'---''(_/--' `-'\_)
_______________________________________________
MUD-Dev mailing list
MUD-Dev@kanga.nu
https://www.kanga.nu/lists/listinfo/mud-dev