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This is a discussion on "MUD Combat systems" in the Top Mud Sites Advanced MUD Concepts forum : Originally Posted by But is second-guessing an expression of skill or just intuition? It's the same sort of skill used for games like poker - you learn your opponent's patterns. Originally Posted by If you don't have good options and bad options then the player can't make mistakes. There can still be good options and bad options - the trick is not to have a best option. Originally Posted by Eventually there should be a 'best decision', but one that is not linearly deduced - rather one that is part of a flexible combat strategy. I strongly disagree - ... |
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#91 | ||||
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Legend
Join Date: Apr 2002
Name: Richard
Location: München
Home MUD: God Wars II
Posts: 1,532
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The most accurate attack might also be slow. The fastest attack might also inflict the least damage. The most damaging attack might also leave your defences wide open. A knockdown attack might inflict no damage, but leave the enemy open to followup attacks. A bash attack might do very little damage, but disrupt your opponent's moves. A disarm attack might have a low chance of success and inflict no damage, but leave your opponent without a weapon. Yet none of these moves are innately better or worse than the others. To use the chess analogy again: What is the 'best' opening? Quote:
Multiple targets results in more tactical options, which in turn increase the difficulty of scripting. |
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#92 | |||
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#93 |
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Join Date: Jun 2002
Posts: 142
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I said multiple players increase the amount of unknowns (hands, and playing styles). Uh, when a system has more interwoven unknowns in it, I call that a more complex system.
Are you using a different definition of complex here? BTW, the target in poker is the pot, not another player. |
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#94 |
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Join Date: Jan 2006
Posts: 99
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It will usually make things more complex to some degree, yes. We're not talking about a specific system though. In a system where damage is the main fighting component multiple targets wouldn't really mean all that much since usually all attacks will be directed at a single target. In a different system picking a target can be a very strategical and dynamic choice, of course, I'm not disputing that. I'm just saying that multiple targets versus single targets don't make the difference between having a flexible choice and having a linear one - it's not implied.
And the point about poker was unrelated to the multiple targets point, I'm sorry if I wasn't too clear on that. |
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#95 | |||||
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Legend
Join Date: Apr 2002
Name: Richard
Location: München
Home MUD: God Wars II
Posts: 1,532
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Indeed, if you wish to better simulate a combat situation, the element of chance is pretty much the only way to take into consideration the countless tiny factors which your game can't realistically simulate. The wind blows a fly into your eye at a critical moment, the blood and sweat weakens your grip on your sword, your opponent slips on a patch of mud, and so on. Quote:
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#96 | |
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Join Date: Sep 2002
Posts: 113
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There's a lot you can do as a game designer to limit the strategy of ganging up on one guy in a group vs. group fight. For example, maybe the more people are trying to focus on one opponent, the more they get in each other's way and prevent attacks, making it a matter of diminishing returns. |
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#97 | |||||
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#98 | ||||
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Legend
Join Date: Apr 2002
Name: Richard
Location: München
Home MUD: God Wars II
Posts: 1,532
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If you're only playing one-on-one, and your opponent gets a really good hand while you get a really bad hand (even after your redraw), and they know what they're doing, your chances of survival are very slim. But that's not something that'll happen often. Quote:
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A fight is likely to require many attacks, so the law of averages will probably make it very unlikely to win through luck (unless the fight is very short). What's more likely is that an otherwise very close fight may shift sufficiently in one direction to give one player the edge. In this respect, small errors of judgement can sometimes be 'forgiven' by the combat system, rather than ensuring defeat. Quote:
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#99 | ||||
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#100 | ||
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Legend
Join Date: Apr 2002
Name: Richard
Location: München
Home MUD: God Wars II
Posts: 1,532
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Of course that wouldn't help one-on-one against a player who goes pure offense...but if you think they're going to do that, and you have a bad hand, you could call their bluff and go for a pure offense as well. You'd both die, resulting in a draw. Quote:
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#101 | ||
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#102 |
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Of all the Muds I have tried,IRE's combat system is by far the best.I do however think the system is not going far enough as far as players liberty of movement
I would like to see liberty of movement.For example,after slashing at a hellcat or anything for that matter,I would like to be able to move up and/or sideways as to add to the distance the OPPFOR needs to go thru to reach me.That may actually require the addition of movement points or something. Those movement/stamina points would diminish depending on how far the player moves between attacks and defenses. I also would like to see a defense command.By this I mean that instead of attacking at every turn,one could attack once,then defend and see what spot the Oppfor opens up for the 2nd attack. |
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#103 |
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It would be a lot easier to implement movement if IRE's combat supported a co-ordinate based map-system, like Godwars II or RER.
Ever tried either of those, lchief? |
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#104 | |
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Moderator
Join Date: Sep 2002
Location: Mill Valley, California
Posts: 2,115
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--matt |
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#105 |
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Senior Member
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It's not the same sort of system, and as such, does not allow for "movement points" - i.e. oldschool TSR computer game-like game mechanics that allowed for an attack followed by a movement(depending on the circumstances). There are a few different ways you could implement what you are asking for without using "movement points" which makes combat take a more turn-based route(I prefer real-time combat); In one of the games I'm working on currently (that's in open-to-public Alpha testing), the system is map/co-ordinate based, using a mixture of ranged(guns) and melee weapons. The gun-weaponry ranges from pistols (needing a straight, unobstructed shot) to shotguns/etc (spread-buckshot rounds, which can target a specific [zombie, typically, in this MUD's case], and also have a lessened affect on adjacent/nearby enemies), and various demolition-based weapons ranging from rocket-launchers to timed bombs, traps, and grenades (all which have an area of effect). In an effort to reduce the amount of melee vs ranged weapon imbalance we are experiencing(to an extent, naturally there are obvious advantages to using a pistol against someone coming at you with a lead pipe), we've been designing commands that utilize the map more. Examples of what we are looking at a |