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Re: [MUD-Dev] Turn-based Combat
[sorry about attributions, my mailer is confused :]
:> You have entered combat. You have 6 action points.
:> # draw dagger from left boot
:> You have 5 action points.
:> # charge Bernie
:> You have 3 action points.
:> # stab Bernie
:> You have 0 action points
:> # done
I'm at the point where I want to hide all this 'how the system works'
stuff from the players. Let them type what commands they will,
and just delimit their 'turn' silently behind the scenes. After a while,
the players will get a feel for where their limits are on actions per
turn, instead of calculating maximal action efficiency per beat and
other such unrealistic nonsense that can result from simply knowing
that the 'program works on a point system'.
Just opining, but it detracts from the illusion otherwise :)
-John G.
- Thread context:
- The Trap Collection,
clawrenc clawrenc#cup,hp.com, Thu 09 Oct 1997, 19:46 GMT
- Learning through failure,
Jon A. Lambert jlsysinc#ix,netcom.com, Thu 09 Oct 1997, 16:49 GMT
- Riddles for games,
clawrenc clawrenc#cup,hp.com, Wed 08 Oct 1997, 21:19 GMT
- Re: [MUD-Dev] Turn-based Combat,
Travis Casey efindel#polaris,net, Wed 08 Oct 1997, 17:26 GMT
- Re: (fwd) New mud release,
coder coder#ibm,net, Wed 08 Oct 1997, 05:15 GMT
- OT: I'm moving!,
coder coder#ibm,net, Wed 08 Oct 1997, 05:13 GMT
- Re: [MUD-Dev] Usability and interface ...,
Marian Griffith gryphon#iaehv,nl, Sun 05 Oct 1997, 10:29 GMT
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