MUD-Dev
mailing list archive
[ Other Periods
| Other mailing lists
| Search
]
Date:
[ Previous
| Next
]
Thread:
[ Previous
| Next
]
Index:
[ Author
| Date
| Thread
]
[MUD-Dev] Re: The 'consider' command
-----Original Message-----
From: Richard Woolcock <KaVir#dial,pipex.com>
>For those who haven't been following rec.games.mud.diku, I thought you
>might be interested in taking a look at the following post.
It's an interesting idea. When mucking with a 'consider' command,
though, you really have to keep in focus what the point of that consider
command is. If the goal is to mirror reality, and the way that your senses
operate, then this is an excellent first step. On the other hand, if your
goal is to keep newbies from attacking things that will slaughter them
instantly... it loses some of it's appeal.
- Thread context:
- [MUD-Dev] Re: lockless system - foolproof?, (continued)
- [MUD-Dev] Quake 3: How to do OpenGL,
J C Lawrence claw#under,engr.sgi.com, Fri 28 Aug 1998, 02:40 GMT
- [MUD-Dev] Re: The 'consider' command,
Damion Schubert zjiria#texas,net, Thu 27 Aug 1998, 05:11 GMT
- [MUD-Dev] The 'consider' command,
Richard Woolcock KaVir#dial,pipex.com, Wed 26 Aug 1998, 22:45 GMT
- [MUD-Dev] Re: Modular MUD [Was:Finer points of Telnet programming ...],
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Wed 26 Aug 1998, 14:06 GMT
[ Other Periods
| Other mailing lists
| Search
]