Looking for MU!
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So I've been out of the MU game for a while and I've just been getting the itch again after about a year of being away. I was a Firan player for about five years before it shut down, but I know the reputation it has here. Anyway, after a long hiatus, hoping I can get done recommendations.
I prefer RP heavy games that don't rely too heavily on player speed or skill. Sci fi or fantasy preferred but if there's a good dedicated and active playerbase out there, I'll be willing to at least take a look!
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@DeadEmpire said:
I prefer RP heavy games that don't rely too heavily on player speed or skill.
What does that mean?
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@Coin Well, for instance combat resolved through "dice" rolls rather than how quickly I can type.
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There are MU*'s that work combat on how quickly you can type? Sure you are not looking for MMOs
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With the exception of Firan, every MU/MUD/MOO I've played requires you to type out every single attack, sometimes with multiple confirmations. I'm honestly shocked people find this concept so hard to grasp.
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Most folks here play MUSH/MUX/MOO. I have never heard of the concept of swift typing counting for much.
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The moo Star Conquest comes easily to mind. Some great ideas, but the combat was needlessly complicated. Tack on the fact it was all in real time, and you have combat that is nothing but migraine inducing frenzied typing. All I was saying is that I don't want that.
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@Usekh said:
There are MU*'s that work combat on how quickly you can type? Sure you are not looking for MMOs
TGG kinda did, but it was made to be kind of a MUSH/MUD hybrid in combat (and pretty free form outside it).
Every other MUSH I've played on has just used dice rolls and such. MUD-like combat is really, really, really uncommon outside things labeled MUDs in my experience, so don't worry.
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Superhero games generally don't use dice. But how fast you type is also not a factor unless you take a half hour to pose every time.
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@TNP said:
Superhero games generally don't use dice. But how fast you type is also not a factor unless you take a half hour to pose every time.
I wish there was more super hero games that /did/ use dice. Pure consent FC crossover superhero games are not my cup of tea.
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@Lithium said:
@TNP said:
Superhero games generally don't use dice. But how fast you type is also not a factor unless you take a half hour to pose every time.
I wish there was more super hero games that /did/ use dice. Pure consent FC crossover superhero games are not my cup of tea.
Oh gods I agree, that just sounds awful.
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If you like robots in your sci-fi, I staff on Transformers: Lost and Found which will, in fact, eventually have Firan's combat system installed (with permission). Our code-wiz Pax (Sparks on here) has just been crazed with RL.
I'm also working on a future Marvel mutants game on a general movieverse timeline that'll be using Faraday's system which will be open in a couple weeks.
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Ghostwheel MOO had typing speed as a bit of a factor. Not much of one, but it was a thing.
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Cybersphere didn't require you to type out every round of combat. You only had to type anything aside from 'at name' if you were switching modes (aggressive, defensive, etcetera) or targeting a bodypart.
I think the game still exists mostly emptily now though.
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Old days, Cybersphere and Ghostwheel had similar commands. I haven't been to either in about 15 years, though, so it's verrrrrry likely something changed in the interim. (Quinn did code things for both from what I recall.)
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@Roz Thanks, I'll take a look. I'm not big on Transformers, but I'm always willing to check unique things out!
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@Roz said:
If you like robots in your sci-fi, I staff on Transformers: Lost and Found which will, in fact, eventually have Firan's combat system installed (with permission). Our code-wiz Pax (Sparks on here) has just been crazed with RL.
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@Usekh said:
There are MU*'s that work combat on how quickly you can type? Sure you are not looking for MMOs
I've seen worse than even that. Castle Marrach's dueling system (its only combat system) was timing based. If you knew the rules and approximate time frames for various actions in the game's system (needless to say if you weren't game staff you never saw those; I had to infer them since I was largely hated by the staff) you could time attacks to slip in during the periods when the target was undefended.
Once I worked out how the system worked (hint: they did a bit of a ripoff of the old En Garde game by GDW) I worked out a set of reactive client macros that watched for key things the game system emitted as clues and did careful timing of forced responses. So I could pose like crazy, doing any damned thing I liked, but when someone attacked my timed macros would launch an attack (based on estimated lag that was manually adjusted) that would score me a hit FAR more often than I should have scored given my poor levels of skill.
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I have heard of Star Trek MU*s where, when combat broke out, they didn't require roleplay of it in concert with the combat code. It was how fast you could spam @phaser and such.
I've never been on a MU* that's had coded combat that didn't have it set up in TT-style 'roiunds' with people getting a turn in some order, myself.