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Re: Wishful thinking
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Date: Thu, 18 Jan 1996 13:50:42 PST
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From: "Kevin L. Kitchens" <klk@crl.com>
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Reply-To: klk@crl.com
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Comments: Authenticated sender is <klk@[165.113.1.22]>
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Content-Transfer-Encoding: 7BIT
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Content-Type: text/plain; charset=US-ASCII
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Organization: PEI Programming
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Priority: normal
Actually, most M* get space all wrong.
The weigh it too heavily on the users ability to type in a command.
TrekMOO (soon to someday be TrekAR) had the silly "sit and spin"
space that was nothing like real combat...
Perhaps one day it will be done well.
> ThwartedEfforts drew these hieroglyphs:
> > Come to think of it, why are all the current 'space game' implementations
> > using some 3d space idea. Is anyone doing a TradeWars style layout? Not
> > only would this be much easier to program, but it would remove concentration
> > from the actual navigation (join the Navy if you want to learn that :) ) and
> > more on the actual battle taking place -- ends up being "can my 50 fighters
> > take on your 500 fighters" rather than being a game where my knowledge of
> > polar naviagtion is pitted against yours.
> >
> > "Er, set a heading, er, 90mark45, engage at, uh, warp 1"
> >
> > "Warp to sector 55" (a la TradeWars)
> >
>
> because if i wanted to go from room to room -- err, i mean sector to
> sector to navigate, i'd play a DikuMUD.
>
>
>
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Kevin L. Kitchens Internet: klk@crl.com
PEI Programming - Stone Mountain, Georgia CIS: 76614,2161
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"The comments contained within ARE those of my employer...myself!"
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