From: <ne...@kf...> - 2001-03-16 09:49:21
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Quoting x51...@fe... from Mar 15: > Explore > ------- > This action details the object so you can know about it. > It should be based on Intellect/Perception. Call it "Examine". I think its more exact and it reminds me of the time I played old text-RPGs and Sierra Adventures. > > The syntax would be: > /EXPLORE <ObjectID> > > This action requiere that the object is in the perception range. > It will return the detailed object but modified to meed Intellect restrictions. Shouldn't that be /EXPOLRE <ObjectID> with <Method/Skill> You see, so that we can distinguish between looking at an Object and touching it, smelling etc. > Attach/Dettach > -------------- > This action let us to attach or dettach an object from other. > Perhaps it should be related to Dexterity. > > The syntax would be: > /ATTACH <ObjectID> to <ObjectID> with <LinkType> > /DETTACH <ObjectID> from <ObjectID> > > This action requiere that: > a) Objects are in the range of manipulation of the executer. > b) At least one object is place on executer slot ( hand, feet, ... ) > c) At least one object should be able to be moved. > d) Link type is able to be used. > > As a result the Action will attach one object to other with the given type link > there can be links that are undestroyable ( using magic for example ) and so > dettach will fail. Again, I think a Method is required to detach. I can rip off the branch of a tree, I can cut it off with a saw, burn it etc. And this is probably not needed at all, if "Links" are defined as portable "Slots". Then you can /PUT LinkObject to TargetObject ---> TargetObject now has a slot /PUT OtherObject to TargetObjectSlot > Destroy > ------- > This action will TRY to destroy the object. > The destruction of the object will mean that a new object is created of the > bare material of the object. For example, if you destroy a sword, you get a > volumen related amount of steel. > > /DESTROY <ObjectID> Again, a Method would be useful to determine what will become of the Object. > That all the basic set of actions > Now we expand it with a new subset of Extend actions: > > Move > ---- > This action will make the caller to move to the given position, but it should > be able to move to execute the action. > > /MOVE to <Position> What is Position? Is it the absolute map coordinates? Or coordinates of the target point relative to the moving Object? Or is it better to do it /MOVE <Vector> so that the RP System can compute mass, velocity etc? > Attack > ------ > This action will make the caller to produce damage on the target object with > the object avaliable on the SlotType. > > /ATTACK <ObjectID> with <SlotType> > /ATTACK <ObjectID> > > The short version will attack the target with all the possible slots. Here most of all I would exchange SlotType with AttackMethod. AttackMethod should then be highly configurable. If AttackMethod is "unarmed combat", I attack with all my arm&leg slots. If I have a dagger in my left hand (slot) and a sword in the other, I can chose between AttackMethod is "sword attack", "dagger attack", "two hand combat". In addition I could choose to "kick" or "bodycheck". Evolution: ---------- My opinion is to keep it simple enough. Of cousre it is possible to implement a good simulation of an ecosystem. It sounds like a really really great feature for an MMPORG. "Hey, ok, your game may have better graphics, but we have _REAL_ weather!! And if you want you can do a field study on deer poulation in Arianne." But it's not gonna make a great impact on gameplay and fun. I could live with letting animals and plants grow and reproduce randomly because I will be out adventuring and not notice. I dont see many Natural Scientists hanging around in that world. > 3) Coherence Supervisor Unit > ============================ > This module will try to tune RP so that gameplay is better. > Also will keep track of the world so that it start to work when situation isn't > controlable by the Evolution Unit. > This is like the big-boss that is everywhere, seeing everything. I dont understand that. What is it? A Logfile analyser? A collective of (real-person) GMs? An AI with knowledge of "what is good for gameplay" ? Greetinx, Peter G. -- -- -- -- .----------------------------------------------. { PER SILENTIUM NOCTIS SONUS FERRI } >-----------------------------------------------< \ Peter Gantner <pet...@kf...> \ `-----------------------------------------------' |