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9: Re: various {MUD}

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From: "Alex Oren" <alexo@sapiens.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Sun, 25 Aug 1996 08:37:18 GMT
References: [1] [2] <-newest
Organization: Kanga.Nu
And now, back to MUD server design issues...

(Unless you want the mailing list to look like the "mud-related" usenet groups).


Have fun,
Alex.

ns.com">[5] [6] [7] [8] <-newest
Organization: Kanga.Nu
Note: replies to all will be directed to the mailing list.

On Thu, 22 Aug 1996 15:31:23 -0700, Chris Lawrence wrote:

} > } > I think I'll ask Demos as well (when I find his email).
} >
} > I already contacted him.
} >
} > He appeared willing to cooperate so I await his answers (which I'll
} > forward to you).
} 
} Great!

} > [Me:]
} > Are you saying that a player who's skills are *worse* than the default
} > fighting routines will have a *higher* chance of winning?
} 
} [JCL:]
} No, not necessarily.  While human controlled combatant *can* be worse than the
} automation routines, I want to make controlled combat skills attractive.

I feel that controlled combat should be more attractive to newbies then to
veterans. But then, I don't feel that the game should be cantered around combat
anyway.

} I'm assuming above that B fights without any skill, but that his actions are
} slightly topical to the combat at hand (eg at least tries to dodge the hammer
} coming at his head instead of taking of his helm and walking onto his sword in
} the mean time).

This approach will probably give more weight to typing speed than to strategy
and tactics.


Have fun,
Alex.