[Home] [Groups] - Message: [Prev in Group] [Next in Group]

nu.kanga.list.mud-dev

24321: RE: [MUD-Dev] Boring Combat (was:Mass customization in MM***s)

[Full Header] [Plain Text]
From: Sean Kelly <sean@hoth.ffwd.cx>
Newsgroups: nu.kanga.list.mud-dev
Date: Thu, 25 Jul 2002 11:21:45 -0700 (PDT)
References: [1]
Organization: Kanga.Nu
On Wed, 24 Jul 2002 Daniel.Harman@barclayscapital.com wrote:
> From: shren [mailto:shren@io.com]
>> On Wed, 17 Jul 2002 Daniel.Harman@barclayscapital.com wrote:
>>> From: shren [mailto:shren@io.com]
 
>>> Perhaps forms could be something players crafted. Extrapolating,
>>> then one could consider the base components that forms are made
>>> up of when seeing if they counter each other. i.e. if you were
>>> using a self crafted for which gave you a 20% resist to
>>> knockdown (amongst other things - higher level forms could have
>>> more components), and they tried to use a form which gives a 20%
>>> bonus to knockdown, then they'd nullify.
 
>> Hmm, random thread convergence.  I don't really know how to go
>> about this, because you can't easily cancel techniques if people
>> are just making them up.
 
> Well I meant the techniques to come out of a dictionary that the
> developer created. The forms however would be groups of techniques
> combined in various fashions. These could then be researched and
> developed by players.

Random thought: this reminds me a lot of that old unix game, Robot
Wars, where you code your robot and have it fight others.  It's
abasically a battle of the best AI.  I imagine a similar thing could
be done for player combat.  Give the player a set of actions as well
as a bunch of default attacks and defenses using this library of
actions, but give the player the ability to code new ones using the
same library.

Sean

_______________________________________________
MUD-Dev mailing list
MUD-Dev@kanga.nu
https://www.kanga.nu/lists/listinfo/mud-dev