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Old 04-10-2006, 05:42 PM   #69
Hadoryu
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Join Date: Jan 2006
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I agree. Even a combat system completely devoid of chance still is very unlikely to have correlations by all of those variables though - quite a few simply wouldn't make sense. To script it, the player still doesn't need to calculate every possible permutation, but rather to pick out the permutations that are significan enough to respond to. Even if for instance health is tied to walking speed, a player could perhaps safely ignore that if combat is typically conducted in a single location.

The same can said about the burden on the MUD coders though. Are you going to make a new ASCII picture every day for every different event? Are you going to have new word puzzles out every new week? Until you can make the burden on the scripter exponentially higher than that of the MUD coder there will be no reason not to script. You can make scripting harder, but you can't prevent it.

I meant that you can't actually stop a player from scripting. You can try and make it more difficult, but they'll always have their client and the ability to try and script. That's why it was followed by the reducing of benefit suggestion.

There are usually too many non-uniform variables to deal with to get predictable outcomes. And a great deal of what a player does is usually left unscripted due to it not being too practical. Often times scripting is left to just handle the defence while the offence is manual.
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