Re: What are the differences between a MUD and a MUSH?
No, but you did say that the outcome of combat was handled through code. Combat systems are something I'm particularly interested in, so I was curious how the system meshed with non-coded factors that would normally have an impact on combat.
Well you'll never factor in every possibility, but in my opinion it can still be worth taking some things into account. Allowing players to define custom movement messages would allow someone to mention a limp or a pegleg for example, while people with a missing hand might have access to alternative weapons (such as a hook that can't be disarmed). This does tend to move the style of game in a specific direction though, and may not appeal to those who prefer a greater degree of manual control (although the same could be said about having any form of coded support beyond communication, of course - it really depends on your audience).
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