MU Soapbox

    • Register
    • Login
    • Search
    • Categories
    • Recent
    • Tags
    • Popular
    • Users
    • Groups
    • Muxify
    • Mustard

    Integrating Combat System and Roleplay

    MU Code
    11
    31
    4708
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • Chet
      Chet Banned last edited by

      I've always found the idea of a terrain system as an addendum to a combat system an interesting concept. Dungeons and Dragons has systems that point in this direction, and there's always the use of the custom-built terrain fortification or feature in a game like Warhammer. If you could code a series of terrain features, IC objectives, fortifications, building aspects, and weather conditions alongside a combat system, you'd have made a huge leap in the modern MUSH combat system concept.

      Bobotron 1 Reply Last reply Reply Quote 0
      • Bobotron
        Bobotron @Chet last edited by

        @Chet
        Yeah, none of that is difficult, just time consuming. We have had object-based stuff like that in a couple of Transformers and Beast Wars games, and you could code all that as a variety of buffs/debuffs/modifiers within a combat system, even leaving it open for STs/GMs to modify on the fly 'the missile opened up a crater' type situation.

        1 Reply Last reply Reply Quote 0
        • Tempest
          Tempest Banned last edited by

          The SW Saga edition games tend to have this +map system that I always thought was fucking AMAZING. You can make a grid in the MU and put markers on it to represent trees or walls and leave a spot open to mark a doorway, etc, and then players can put their chip on it to represent their character and move it around/etc.

          It's been a while since I've messed with it, so I don't remember all the details, but I remember falling in love with it.

          1 Reply Last reply Reply Quote 1
          • Chet
            Chet Banned last edited by

            As a veteran of Megaman MUSH, I'd say that that system would be particularly delightful for the Megaman theme. (Disappearing platforms, anyone?)

            SparklesTheClown 1 Reply Last reply Reply Quote 0
            • Lotherio
              Lotherio last edited by

              http://freecode.com/screenshots/c7/65/c765cc01f49a6ca7a91303d2f9e0133a_medium.jpg?1237057142

              Ye olde Battletech mux map. The code is out there ...

              It was one of about 5 to 7 displays used for battletech battles, the old games that utilized spawn windows because of the overwhelming info used during battles.

              I'm just a surge protector doing my job, sir.

              1 Reply Last reply Reply Quote 0
              • SparklesTheClown
                SparklesTheClown Creator Banned @Chet last edited by

                @Chet Holy shit you're alive.

                Chet 1 Reply Last reply Reply Quote 0
                • Chet
                  Chet Banned @SparklesTheClown last edited by

                  @HelloProject I'm pretty banged up, but I'm here. 🙂

                  Bobotron 1 Reply Last reply Reply Quote 0
                  • Bobotron
                    Bobotron @Chet last edited by Bobotron

                    @Chet
                    Now I wonder who you are/were at M3, being an old alum from there myself.

                    ETA: Something on topic: I was a big fan of some of the additions that 2k5 did to their combat system, like offensive/neutral/defensive stances, giving some choices to how the character approaches a fight (and it's one thing I'm shunting into HotB's combat system).

                    1 Reply Last reply Reply Quote 0
                    • Chet
                      Chet Banned last edited by

                      Mini-Peebo was my nickname back in the day, I'm the first Serges, under Peebo as Sigma and Derek as Vile. I was also involved in the theme writing and TP administration for Peebo's little spinoff, M3:DP.

                      Bobotron 1 Reply Last reply Reply Quote 0
                      • Bobotron
                        Bobotron @Chet last edited by

                        @Chet
                        Oh wow, long time. This is Luna/Rock/etc. as noted in my play list. Good days, those times were.

                        1 Reply Last reply Reply Quote 0
                        • Chet
                          Chet Banned last edited by

                          Agreed. I've been scarce, I caused 'an incident' a few years ago when I was being forcibly medicated by the Massachusetts mental health system (I appeared in a saucy video online in 2005, it was filmed in a residential zone, and in 2011-ish, I did this or that to offend some state politician. - selective prosecution). I've been causing 'the incident' on and off since kindergarten, I'll live.

                          1 Reply Last reply Reply Quote 0
                          • Tempest
                            Tempest Banned last edited by

                            You could probably get way more detailed with this than I did here. This was after not using the system for 2 years, fumbling around the helpfile for 5 minutes.
                            alt text

                            Bobotron 1 Reply Last reply Reply Quote 0
                            • Bobotron
                              Bobotron @Tempest last edited by

                              @Tempest
                              That's actually pretty boss. Would be super useful for any D&D-based game, or anything that wants non-abstracted distances and movement.

                              1 Reply Last reply Reply Quote 0
                              • Chet
                                Chet Banned last edited by

                                I had actually thought about something that wasn't map based, that was more like a locker of IC mechanic variables that interacted with your stats that you could deploy into a scene at the beginning of RP, customizable to your interests.

                                1 Reply Last reply Reply Quote 0
                                • Tempest
                                  Tempest Banned last edited by

                                  So like, actual mechanics to replace the usual "ST decides circumstantial bonuses"? IE have coded weather and if it's raining, you get -2 to all perception-related stuff?

                                  Lithium 1 Reply Last reply Reply Quote 0
                                  • Chet
                                    Chet Banned last edited by

                                    That would be a basic one. How about, if it's raining, the amount with which you succeed a dodge roll, affects your aim negatively on the next roll? And then, you could add, if you have a high endurance stat, a wide dodge effects it more negatively, but if you have a higher damage stat, a slimmer dodge effects it more negatively. You either are so heavy that a wide dodge makes you slip, or you 'gyroscope' your weight improperly, so your next attack is less likely to strike because you're fighting in the rain. Ideally, you'd make it complex, so it would be more important to the RP of the scene, rather than simple statistics.

                                    1 Reply Last reply Reply Quote 0
                                    • Lithium
                                      Lithium @Tempest last edited by

                                      @Tempest I love that code, would have loved something like that for a couple of the games I was building.

                                      Hello! Long time listener, first time caller...

                                      Tempest 1 Reply Last reply Reply Quote 0
                                      • Tempest
                                        Tempest Banned @Lithium last edited by

                                        @Lithium

                                        @Ashen-Shugar would be the person to talk to, I think. Not 100% sure on that.

                                        S 1 Reply Last reply Reply Quote 0
                                        • Chet
                                          Chet Banned last edited by

                                          I have a semi-competitive code for a game I'm working on right now, that's essentially the Dishonored basic mathematical structure, with skills for competitive rolls for conflict resolution. I've eschewed a traditional combat system, in exchange for a happy medium between a comic book MU and a sci-fi MU.

                                          1 Reply Last reply Reply Quote 0
                                          • B
                                            bored last edited by

                                            I've played on an SW game using that map code (or something equivalent), and while it's able to do a lot, it quickly raises the question:

                                            At this point, why am I not using roll20, maptools, or some other proper VTT solution?

                                            Because while you can make all the terrain, and make your dudes move around, it (like all things MUSH) is a ton of command line shit to do it. It adds massive overhead to GMing, a learning curve to any player who wants to use combat, as well as increasing turn time for the players to sort through all that stuff every round.

                                            I think any MU system should be cognizant of the technology and design itself appropriately. MUers are familiar, for instance, with places as a concept of space, so maybe a combat system that used those would be sensible. But trying to build full grid systems in seems like trying to reinvent the wheel... out of non-wheel appropriate materials. Alternately, we need to up our technology game (presumably, one could make an interactive map in a browser window and have it send information to the game, in Evennia or similar).

                                            Lithium 1 Reply Last reply Reply Quote 1
                                            • 1
                                            • 2
                                            • 1 / 2
                                            • First post
                                              Last post