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Old 04-10-2006, 03:09 PM   #19
Hadoryu
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Join Date: Jan 2006
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It really isn't that simple.

First of all, in chess, every single move causes a change in status. In chess there are as many possible statuses as there are possible combinations of piece*position and all of them are significant. In combat it's very, very rarely like that. The possible statuses can usually be reduced to a much lower number. Or even simpler - you can just react to specific statuses and ignore most others. Combat systems are more practical to script that chess.

The point isn't to make a combat system that can't be scripted, it's fairly impossible to do so. The point is to create a system that can be exciting, yet doesn't need to be scripted. The balance lies between making it fast enough and complex enough so the faster players will still be excited and so the slower ones can assist themselves with some scripting. That's what I think at the moment, at least.
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