Re: Non-automated combat: input-activated timed combat?

From: Jed Bickford (ime4@IX.NETCOM.COM)
Date: 02/15/98


that possibility is fascinating!....did u find any MUDs that have that?
it's a good idea for my new MUD

-----Original Message-----
From: Chris Jacobson <fear@ATHENET.NET>
To: CIRCLE@post.queensu.ca <CIRCLE@post.queensu.ca>
Date: Sunday, February 15, 1998 8:24 PM
Subject:  Non-automated combat: input-activated timed combat?


>Well, I heard "rumor" of a MUD in existence that used something called
>"input-timed combat" or something, but have found no evidence of it.  But
>the idea that was described to me just made me shiver in ecstasy of the
>possibilities it could present (ok so that was probably a little too
>descriptive and more than you wanted to know, but listen up :-)
>
>The basis is that combat is no longer automated.  Timers are still used,
>but you use input to define your next action, sort of like using skills,
>but rather, the skill IS your next attack (and may affect the delay until
>your next "attack" occurs).  Whatever you input is NOT carried out
>immediately, but rather held in memory until your next attack occurs.  If
>you have multiple attacks (replaced with a system of "combat points" -
>maximum number of "attack points" spent per combat round), you could do
>combination attacks:  hit;circle;kick.  If you miss the timed input
>marker (i.e, the combat round occurs and you have no "attacks" in
>buffer), a default "hit" attack occurs.  This could also allow multiple
>combatant combat to occur in realistic manner - attacks can be divided
>and chosen and called.  Also special blocking would now be possible -
>using a "duck" for one of your combat round moves could effectively
>triple your chance of avoiding that "kick" coming your way.
>
>To compensate, combat must be slowed down.  Of course, this also makes
>combat more realistic, and moves more towards roleplaying in a Diku MUD
>rather than hack and slashing... perhaps the long sought perfect
>combination!
>
>And making mobs that fight effectively with it is not too difficult.  If
>necessary, a simple random system could be used, or just mobs "hit"ting
>all the time, with mobprogs/scripts allowing for more custom occurences.
>
>Since my group is starting up a second mud, I think I'll look at this
>possibility for combat, rather than event based or pulse based combat
>that is so common today.
>It would really add a great twist to things...
>
>- Chris Jacobson
>
>
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