[MUD-Dev] Languages (slightly offtopic, was Text Parsing)
Miroslav Silovic
silovic at zesoi.fer.hr
Wed Jun 9 10:17:15 CEST 1999
Matthew Mihaly <diablo at best.com> writes:
> You seem as if you're offended by the idea that you don't
> understand our combat system, and that I am not willing to listen to your
> suggestions, but there isn't a field in the world where anyone who knows
> nothing about a particular system (aeroplane design, third-world
> economics, etc) where someone with no understanding of the system is going
> to be listened to. Sorry, but that's just the way things are.
Aeroplane design, third world economics or economics in general (the
example you gave to me) are not particular systems, they are general
theories. Achaea combat, on the other hand, is a particular
system. Now, if I were a great aeroplane designer, I'd be able to tell
that a particular design (you-name-the-plane that stalls when you slow
it down to twice the speed needed to comfortably land on a reasonably
long runway) is flawed or at least improvable without studying it in
details - a glance would be enough.
Combat system of a particular MUD is /not/ combat system theory. And
most people here have seen dozens of combat systems to draw their
comparisons from - I don't think that more than a glance is enough.
0.2 Battletechs is more than I'd give to most MUDs. The average is
around 0.01. DarkeMUD would, IMHO, reach 0.15. YMMV. :) But that said,
I'd /never/ go as far as to say that Battletech is in any way
perfect. If I believed that... what would be the point of this list?
--
I refuse to use .sig
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