[MUD-Dev] Critique this combat system

Edward Glowacki glowack2 at msu.edu
Fri Sep 20 11:33:16 CEST 2002


On Thu, 2002-09-19 at 20:27, Britt Green wrote:

> A few words before we get into the mechanics of it. I despise the
> death-of-a-thousand cuts that seems to be the dominating style of
> mud. In this mud, a player can be killed after a few hits. The
> goal of this is to make combat more risky, and cause the player to
> fight only after giving it some thought. Hopefully this will give
> a little encouragement to players to find their fortune in other
> ways!

Good plan, I agree. =)  

[snip description of combat system]
 
> That's basically the combat system for my mud. I'd really
> appreciate any feedback on logic flaws, scenarios that might throw
> a wrench in this and other general comments. Sorry if this wasn't
> the most succinct and concise explanation but I hope I got the
> point across.

Unfortunately, without putting the combat system into the context of
your specific game universe, it's almost impossible to evaluate how
well it would work, or to find flaws or suggest scenarios.

In my own game universe (which I have been rolling around in my head
for ages), your combat system simply wouldn't work.  It doesn't
depend on the right attributes, it doesn't fit the skill model, it
makes the wrong assumptions, and it leads to the wrong results.  For
*MY* game universe.

For *YOUR* game, your combat system may work fine.  Or you might
need to implement a combat system like the one in Final Fantasy
Tactics.  Or you might be fine with "each side roll a d20 and the
higher number wins". It all depends on how your game is built and
how combat fits into it. Without context, it's just a bunch of
numbers and formulas.

-ED

--
Edward Glowacki			glowack2 at msu.edu
Michigan State University	
"...a partial solution to the right problem is better than a complete
solution to the wrong one." (http://uiweb.com/issues/issue14.htm)


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