[MUD-Dev] Better Combat
David Kennerly
kennerly at finegamedesign.com
Wed Aug 11 06:27:40 CEST 2004
Matt Mihaly wrote:
> David Kennerly wrote:
>> Yet note all the words that limit the scope of the proposition.
>> There could be alternative combat systems which do not meet the
>> definition of a survival game. For an obvious example, Rock
>> Paper Scissors. In RPS, none of the strategies are necessarily
>> defensive or offensive. It is only the interaction of the
>> players that makes them so. Now they could be mapped that way,
>> as I wrote a few days ago (e.g., rock==defense, paper==feint,
>> scissors==offense). But even then one could play defense
>> consistently and win if the opponent had played offense
>> consistently.
> I'm not sure that's really true. In the case of RPS, offence and
> defence are the same thing. It makes no more sense to call rock
> defence than it does to call it offence. The terms don't really
> properly apply I think.
It makes no sense. None, especially since I abused the term
"defense" and "offense" without stating what I meant by the
correspondences. I don't mean that "defense" has no effect on the
victory condition of the opponent (for that assumes the attrition
mechanic to which I specifically set aside for this point).
Only with explanation, or at least example, would it make sense to
state that there are many such applicable RPS games. For example as
a 2-player fighting game: Attach an attacking animation to S, a
defensive animation to R, and a feint animation to P. Then set up
the RPS payoff matrix in terms of the victory points of a constant
sum game. To justify it graphically, an example may be:
(P,R) displays the defender making himself vulnerable to the feint.
Lower relative combat efficiency of player employing "R".
(S,P) displays the successful attack against an off-guard feint.
Lower relative combat efficiency of player employing "P".
(R,S) displays the attack thwarted by a successful block and the
attacker as off-balance.
Lower relative combat efficiency of player employing "S".
For the others:
{R,R} two attacks, both hit. Relative combat efficiency remains
equal.
{S,S} two blocks, both in vain.
{P,P} two feints, both in vain.
This is not a realistic fight. We deal in elves, dragons, and
spaceships, so we prune or even contradict realism in favor of play.
David
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