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17882: [MUD-Dev] [DGN] Balancing Melee/Ranged Combat
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From: "Kwon Ekstrom" <justice@softhome.net>
Newsgroups: nu.kanga.list.mud-dev
Date: Thu, 5 Apr 2001 05:27:12 -0600
References: [1] [2] <-newest
Organization: Kanga.Nu
----- Original Message -----
From: "Hal Bonnin" <triangle@iglobal.net>
> From: <Daniel.Harman@barclayscapital.com>
>> Its a simple question really. Does anyone think it is possible to
>> balance melee range combat with ranged combat/magic in games where
>> spacial issues have impact?
> my response to long range verses short range combat would be as follows.
> 1. make it so that if the monster HAS no effect on the player that
> the monster gives NO loot and NO experience.
Interesting idea, it might work, but I would rather fix a problem then
cover it up at the expense of the players.
> 4. make ranged weapons not work within 20 to 30 feet. so when a
> monster gets close they have to switch.
I don't see this as a very realistic solution, in my experience, it's
easier to hit something that's closer, and generally the projectiles
tend to retain more power at close range.
> 5. make wielding a ranged weapon or magic wand give BIG
> pentalities to skills such as dodge and defenses.. since they are
> focused on aiming...
This would work if done right.
As for the other 3 suggestions, I see those types of solutions alot.
It boils down to handicapping PC's vs NPC's or supercharging NPC stats
to account for lack of a sufficient AI. I tend to dislike any system
that covers it's shortcomings with handicaps on the PCs.
-- Kwon Ekstrom
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