----- Original Message ----- From: "Sarix" <[EMAIL PROTECTED]> To: <[email protected]> Sent: Sunday, November 02, 2003 11:40 PM Subject: Re: ROM and WAIT_STATEs
> I wasn't really thinking about macro's or scripts. I was thinking more along > the lines of communication. Anyone here ever been fighting something and > holding a conversation. Be a pain in the backside if the mud was just > dropping most of your commands, cause of the wait states. Okay, so, now that I'm thinking back through it, it may or may not make much sense to modify stock ROM-ish code to trash commands and tell the player how much longer he or she has to wait until another action. And yes, that would be terribly irritating to try to fight something and not be able to carry on a conversation easily. However, in the context of my particular MUD, everything is very action-orientated. Combat is all done manually, so it's helpful to know how much extra round time is tacked on to a given action due to a player's heavy armor or defensive stance or what-have-you. Ideally, if a person took actions to involve him or her self in combat, he or she wouldn't be carrying on a casual conversation while he or she fought valiantly for his or her life in a no-holds-barred bloodbath. Some actual concentration should go into the act of putting one's life on the line. However, it certainly would be possible to carry on a mid-combat conversation with such a system. I didn't make any mention of adding extra checks in the code to allow SAYs or TELLs through the wait, although I make use of that myself. The only commands that are really affected by the round time are basically other combat-related commands, so you could realistically taunt your opponent while recovering from being knocked on yer arse, for example. I just didn't put it in my snippet because it looks sort of unprofessional. ;] [At this point I would like to excuse myself in advance for any further ranting.] If anyone's familiar with any of the Simutronics MUDs, they probably see more where I'm coming from here, since I admittedly carry a lot of Gemstone3-esque gameplay over to my own code. This is all just sort of my passive stab at trying to persuade people to convert to a less automated combat system. I mean, there's just so much RP value that can arise from being able to slug someone a good one without getting involved in a full-blown bloodbath where the attacking player gets labled as a MURDERer automatically. "Friendly" bar fights and the like. I mean, just because you hit someone doesn't mean they have to die. Not really. It just bothers the dickens out of me. ::shrug:: ::cough:: Y'know? ::looks around for sympathizers to the Great Cause:: ::sulks in shame:: -decaheximal (decaheximalAT-THE-LOCALE-OFteamworksmediaDAWTcom) --- [This E-mail scanned for viruses by Declude Virus]

