Combat System
posted by Nazgum
2001-04-11 08:36:11
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I posted this on Orc board, but I really like the idea, and not many read there,
Message 12567 : Combat System (Nazgúm)
Written on Wed Apr 11 06:17:33 2001

I recently tested a mud that had a very cool combat system that I
think Mume could benefit greatly from adapting something similar.
(Their system was kinda fucked up so I post it how I think it
would work nicer).

First, different weapons will have different attacks that will be
shown when you type: consider weapon.

Example: consider shortsword
- Stats on shortsword are shown as old consider
- This weapon may be used as: Jab, Thrust, Slash

Example: consider warsword
- Stats as shown with old consider
- This weapon may be used as: Smite, Swing, Hack

Defence would then be changed so that Parry and Dodge contained
several different defence manuveurs.

Example: Nazgum dodges nimbly backwards narrowly avoiding his
opponents weapon.

Example: Nazgum twists his waist and pulls his left arm up and
around in a warding block, fending off his opponents weapon.

The system does not seem so difficult too implement.  When kill
target is sent, a random attack would be selected from the weapons
possibilities. Then, if it is a miss, the appropriate defence message
would be sent showing the defender to evade/block the attack.  If
the attacker hits, the defender would get a faulty defence message.
Example: Nazgum runs into Anolad and types k Anolad

*Nazgum the Orc* attacks *Anolad the Elf* low and hard, with a single
thrust. *Anolad the Elf* blocks the attack with a crossdown parry
of his longsword.  *Anolad the Elf* spins to his side and launches a
blinding upwards slice with his longsword.  *Nazgum the Orc* attempts
a feeble backwards dodge and is slashed hard to the body.

The coding for this would not be much at all I think, Select several
Ainu and have them design some combat messages for the different weapon
types and some defence messages and then it seems only a slight change
in the code.

The advantages I see are that Mume would have a lot more realistic
and interesting combat system that would be fun to watch and to
fight in.

The disadvantages is each combat attack would take two lines instead
of one, but I don't think that would provide too big of a problem.

Please provide some input on this one I put quite a bit of thought
into it.

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Zedar2001-04-11 08:55:39
nope, the screen would get to spammed with to many combat messages...
Harder to tell if you manage to hit/miss as well
Nazgum2001-04-11 09:03:18
well I suggested in a reply post that this system be used for one vs one combat, to give that further feeling of an intense dual, and that a dimmed down brief system be used in group combat (OR they could just remove damn leadership) ;)

Ie in short combat they could simplify it to one line: *Nazgum the Orc* slips beneath *Alweon the Elf*'s defences and jabs deeply with his dagger. (That would be the damage message btw, No need for this tickle/shatter bullshit, they want to move away from numbers anyways this would be much nicer)
Zedar2001-04-11 09:15:09
I agree with you that leadership would be removed, or at least it should be changed so you cannot use it while pking, but when xping you can. Dunno how this could be done though.
Did you say that when you fight 1on1 messages would be longer, like 2 lines?
I dont think thats a good idea since I dont want mume to be any spammier.
Jalin2001-04-11 09:52:57
this would never happen in anything more than 1 on 1 because of spam
on the flip side, anyone who has ever dissected fight.c can tell
you this can be implemented easily
Raichu2001-04-11 12:05:21
I like the idea, I did post something like that too but its noidea. MUME will never be nearly or perfectly realistic or something like that in noidea.
Rimli2001-04-11 12:12:14
I agree to it, and would like to see it implemented. See? They don't care. :)
Tony2001-04-11 12:20:31
I dont like it.
Aschit2001-04-11 15:05:40
It really sounds 'cool', and would be a great feature. However, my link can't usually handle *1* line of combat per round, I would be mincemeat if I had to transfer 2 lines :(
Nerf2001-04-11 18:29:23
Yeah, the spam would kill us poor slow linked bastards
Sauros2001-04-11 18:38:23
Sounds good, besides it may be a feature that can
be turned on/off, so those against it can live without it.
This also allows it to be not restricted in 1 on 1, while you can turn it
off when several oppnents have spotted.

Rogon2001-04-11 22:53:39
The same effect could be given by just having 10 random messages for each weapon class and have it chose one every time you hit :/ I dont really know if it adds much to know you nimble dodge or swing your hips to avoid or whatever. But to have several different skills to parry/dodge sounds like alot of bother...
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