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BatMUD Forums > Ideas-wanted > Re: Tune Suggestions: (I'm sober: Duke please read)

 
 
#1
23 Sep 2005 00:44
 
 
Rounds vs. Speed Tunes have been discussed before on other MUDs. I have
rambled nonsensical information before while drinking Jack Daniels and now I
would like just to help instead of whine. Personally I enjoyed the way that
this game was set up before with the round based combat, but obviously Dukes
tunes arent going away, so lets figure out a way that embodies a well rounded
solution.

The problem with weapon speed is that is part of a change to the fundamental
battle system of BatMUD. If you do use weapon speed in combat instead of
rounds, it should be done properly and rounds, and every thing that relies on
them, should not exist.

To do this we need:

1.Time based weapons. (Melee Combat)
a.Weapons need to have base time per weapon size. This tune is already
implemented.
b.Weapon speed is modified by Size, Strength, and Dexterity. The actual
equations that modify weapon speed based on stats will need to be tested (and
I am willing to help.)
c.Weapon speed may also be modified by skills (frenzy) spells (such as haste)
and boons.
d.Martial Arts would need to be special tuning, as would monster's bite and
other random attacks that we don't get to play with.
e.Parry should have a range from 0 - 100. With parry 50, speed would be
normal (100%) and you would receive some normal amount of parry ability *
.(insert your parry skill here). With parry 100, you have 0% attack speed,
and the highest ability to parry. With parry 0, you have a 150% or so attack
speed, and no ability to parry. (Personally I find it frustrating that parry
has anything to do with weapon speed, but I think this makes the most sense)
f.Should Meta affect weapon speed? Magic 8ball says "yes" to me.
g.Should Ents get a bonus in the spring and summer and a penalty in the winter
and fall?
h.And finally, a large factor to weapon SPEED should be carried weight. If
you have 76kg weapons you should swing slower, no matter what, than someone
carrying 11kg and using the same size, light weight weapons.
i.oh, btw, the larger the weapon the higher chance for crits, stun, and other
things. Smaller weapons should have smaller.

2.Time based spells.
a.Spells should have rounds removed and add "Cast time."
b.QC, Fast Lips, Meta and other sources of enhanced casting speed would
subtract time from the spell time. The messages could exist as they are now
just replace rounds for subtractions to cast time.
c.Penalties to cast time (such as ent winter, burden, banes and other things)
would add time to cast and give messages each time they kick in (maybe? Would
be nice.)
d.Essence Eye would be changed to report the amount of time you have left in
your spell.
e.I am sure I am forgetting stuff here.

-----------------------------------
Nomiculious

 
Rating:
20
Votes:
24
 
 
Nomiculious
212d, 16h, 2m, 10s old
Level:
100
 
 
#2
23 Sep 2005 02:14
 
 
The one problem with your suggestion in removing rounds all together is due to
a fundamental limitation of the mud. Any real time system must actually break
down events into a discrete sequence of time steps. The smaller those time
steps are, the closer to approximating real time you get. As it is, on
batmud/ludmud driver, this time step is a called a heart beat. I am not sure
how many seconds a heart beat is, I think it is 1,2, or 3 I forgot.

Right now a "round" is a heart beat, so you cannot get rid of rounds the way
you suggested.

Otherwise, your ideas concerning modifications to weapon speeds are certainly
implementable, and some may happen over time.

 
Rating:
3
Votes:
7
 
 
Duke
A r c h w i z a r d
1y, 114d, 21h, 3m, 54s old
Level:
420 [Wizard]
 
 
#3
23 Sep 2005 10:18
 
 
Quote:
Rounds vs. Speed Tunes have been discussed before on other MUDs. I have
rambled nonsensical information before while drinking Jack Daniels and now I
would like just to help instead of whine. Personally I enjoyed the way that
this game was set up before with the round based combat, but obviously Dukes
tunes arent going away, so lets figure out a way that embodies a well rounded
solution.

The problem with weapon speed is that is part of a change to the fundamental
battle system of BatMUD. If you do use weapon speed in combat instead of
rounds, it should be done properly and rounds, and every thing that relies on
them, should not exist.

To do this we need:

1.Time based weapons. (Melee Combat)
a.Weapons need to have base time per weapon size. This tune is already
implemented.
b.Weapon speed is modified by Size, Strength, and Dexterity. The actual
equations that modify weapon speed based on stats will need to be tested (and
I am willing to help.)
Ehkm, how do you imagine those stats affecting weapon speed? I see 2 possible
ways
-the speed of the weapon you use would be increased, well, overall effect
would be kind of funny, the stronger you are the less dam per hit you do,
ofcourse avg dam would remain same due to increased amount of hits.
-players overall speed would be increased, allowing to hit more, well, a
very nice uptune, wellcome to the world of boonbabies (im sure nomi
would be happy) the speed boon itself is very unfair already. But do not
fear, your joy would soon end, at the very fucken moment you went
to tyranicus again, it would hit 5x cruelly disember a round with his stats
Quote:
c.Weapon speed may also be modified by skills (frenzy) spells (such as haste)
and boons.
Boons, good lord, get rid of this retarded feature already, or atleast remove
boons that provide otherwise ungettable features, like quick lips, speed,
resist all
Quote:
d.Martial Arts would need to be special tuning, as would monster\'s bite and
other random attacks that we don\'t get to play with.
e.Parry should have a range from 0 - 100. With parry 50, speed would be
normal (100%) and you would receive some normal amount of parry ability *
.(insert your parry skill here). With parry 100, you have 0% attack speed,
and the highest ability to parry. With parry 0, you have a 150% or so attack
speed, and no ability to parry. (Personally I find it frustrating that parry
has anything to do with weapon speed, but I think this makes the most sense)
150% speed with no parry, that would be an uptune.
150% pary chance with max parry, that would be an uptune.
Do you think that would happen? given players votes on my
max parry giving normal 100%parry chance with 0 speed, not
even players like the idea.
Quote:
f.Should Meta affect weapon speed? Magic 8ball says \"yes\" to me.
g.Should Ents get a bonus in the spring and summer and a penalty in the winter
and fall?
h.And finally, a large factor to weapon SPEED should be carried weight. If
you have 76kg weapons you should swing slower, no matter what, than someone
carrying 11kg and using the same size, light weight weapons.
Plz plz plz, make it affect mobs, i\'ll drop that ton of mowgles to tyra.
Anyway its high time to give players and mobs an ability to automatically
refuse any \'goods\' to be given.
Quote:
i.oh, btw, the larger the weapon the higher chance for crits, stun, and other
things. Smaller weapons should have smaller.
 
Rating:
1
Votes:
14
 
 
Mithrand
1y, 302d, 7h, 10m, 4s old
Level:
99
 
 
#5
23 Sep 2005 20:48
 
 
On the topic of heavy weapons having a better chance to crit. . . a smaller
more easily handled weapon would, I feel, be the more logical choice. Easier
handling = more precision = more crits. Heavy = hits like a truck = more
stuns. At least in my mind.

 
Rating:
2
Votes:
10
 
 
Lenzi
47d, 18h, 11m, 15s old
Level:
45