What MU*s do right
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I'm having a blast over there, just started a couple of characters myself.
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I honestly haven't had this much fun on a MUSH in ages!
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@Wizz said in What MU*s do right:
If you're going to ask for [backgrounds] on a game, do it because you genuinely enjoy reading other people's work and want to help them improve their craft, not because it's just a Thing Games Do.
Quoted for truth.
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@Seraphim73 said in What MU*s do right:
@faraday said in What MU*s do right:
TGG's combat system, designed by @EUBanana, was amazing.
Yeah, I've always been intensely curious as to how things worked behind the scenes (only having read a couple of logs). Looked like there was a whole lot going on (and maybe like FS3 was a 'simpler' version of this system?).
I tried to code pretty much everything I could think of that might be relevant. By the end it was onto silly obscure stuff, like making damaged, flooded batteries on U-boats hit everybody inside the boat with chlorine damage. Most of the later stuff like that only got used once, if at all.
The joys of having too much spare time. Those were the days.
But the main bread and butter stuff was that you could shoot into adjacent rooms, so people would be looking in a given direction normally and shooting people in that direction. And the equivalent of places code like you see everywhere else was used as a system for taking cover, plus places could be connected to other places, even in adjacent rooms (like you could be in place 1, a trench, in one room, move south, and be in place 1, a trench, in that room as well, because the trench ICly is long and stretches across those two rooms). And it also tracked who you could see, so you could sneak around sometimes, though firing revealed your position. And there was a combat stress mechanic which simulated suppressing fire and the like, the accuracies were usually really low after the first couple of shots as a result, plus artillery barrages and the like would stress people even before the fight proper had started.
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@EUBanana ...damn, and I thought I was crazy.
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You are. He's crazier.
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@EUBanana The insanity was why we loved it.
Though what I think TGG did best was concentrating its playerbase. It was always a small game, but the characters were mostly in the same concentrated area of whatever front they were on, and everyone had a reason to RP together (all the soldier PCs were mostly on the same 'level', which usually meant starting as privates). Every time I see a mid-sized game splintered into a dozen factions, it boggles my mind. You can get away with that if you're Arx or one of the giant WoD MUs, but most places are better-served by creating a sense of intimacy and character connectivity rather than trying to be everything.