Existing players used to logging in with their character name and moo password must signup for a website account.
- hex 10m
- BlackSoul 23s
- PsycoticCone 1m
- Coolguydude 1s
- Rillem 51s Make it personal.
a Mench 5m Doing a bit of everything.
- Wulf 21m
- Crooknose 39m
- whatislove 1h get big
- Vanashis 3s
- Sivartas 57m
- Fay 36m
- Raven 3h I lost myself, in the dark charade.
- zxq 43m Tools: https://ansicolortool.neocities.org
- Yizhi 3m
And 31 more hiding and/or disguised
Connect to Sindome @ moo.sindome.org:5555 or just Play Now

Neuromancer

Look I just picked up Neuromancer last night, I'm 20 pages in to the book, but my visions of the dome are already completely reworked.

Gibson Brings you in to his world, the world he wnats you to feel. He makes you feel the crowd, the noise, the paranoia, the excitement.  I've got some many new ideas and things I don't know where to start.

THis would probably be under theme, but Crime.  Crime and More Crime.  This point has been discussed to the wits end, but I have some ideas that may help increase this rate.  I think it needs to be easier to get non-combat jobs, for non-combat players.  And harder to get  a job period for combat players.  It all comes back to bruce.  You get these characters that h ave been through World War III ex-con Serial Killers, and they are doin runs for bruce for a living.  Seems off to me.  I was prolly the one most against th e changes for bruce.  But I think bruce almost needs to become like th e coffins.  So New players can Make X Runs or X cash, for X weeks.  That Way then they have to either work at SHI, or Kill people for money.  They would have to kill people walking around Red for money, for clothes, and food.

Which brings me to combat…I'm sure it's being worked on and discussed and debated.  I realize Moss, and Luc's will always exist that you can't beat.  But I think th e gaps need to be lessened.  I'm not saying that every newb should get a gone and extra UE if he's combat.  But there needs to be a way that they can obtain certain advantages to even the score.  Like if your hiding in the alley, and attack from stealth mode, maybe you should be harder to hit the first few times because  your attacking from 'behind'.  Drugs are a good start.  Maybe like if a group jumps a guy, it attacks each one down the line like Luc attacks guy a. then guy b, then guy c.  That way the best one with the gun doesn't go down first, leaving the other two as bait.

Or There could be NPC's that walk around Red, this serves two purposes.  It adds to the crowd effect.  The ambiant population was a great thing. But it still lacks the noise, the motion and excitement.  They could also be walking targets, innocents with a little bit of cash, they could be talking on a cell phone andhave 275 bucks, and you kill him for soem money.

This is flowing alright...Now I t hink there needs to be more noise, movement, and paranoia.  Maybe an odd looking NPC randomly follows you out of the drome home...gets ya paranoid.  Maybe some talking messeges that are kind of unclear like the mumble or whisper code, to add some spam.  But it's not spam like Rychek ;).

As it is, I think that's all I have, but I'm only 20 pages in, expect more frome me soon.

Quote: from Dominik on 7:09 pm on Sep. 14, 2002[br]


Which brings me to combat…I'm sure it's being worked on and discussed and debated. �I realize Moss, and Luc's will always exist that you can't beat. �But I think th e gaps need to be lessened. �I'm not saying that every newb should get a gone and extra UE if he's combat. �But there needs to be a way that they can obtain certain advantages to even the score. �Like if your hiding in the alley, and attack from stealth mode, maybe you should be harder to hit the first few times because �your attacking from 'behind'. �Drugs are a good start. �


I remember ranting something like that - what I'd be thinking is something along a refined initiative and abstract distance system based on stats n' weapons n' stuff.

Lookit this -

Bob and Sven decide to have it out - so, they go for a fist fight, man to man, a fair fight.
So, it'd run like it runs now.

Let's say Bob and Sven really have it in for each other. Bob brings a gun, Sven brings a sledgehammer.
So, if Bob attacks first with his gun, he'll act first, because he probably isn't very close to Sven when he pulls the trigger. He gets a bonus round or two?

Now, if Sven attacks -first- (i.e. types 'kill Bob) with the sledge, then Bob's not going to have his 'distance' advantage - Sven is already close. So combat would run as normal.

Now, let's say Sven is hiding and attacks Bob. Bob doesn't see it coming, so Sven just makes an attack roll without counting Bob's dodge - Bob didn't have time to dodge. Then combat goes on as normal.

So now, let's imagine Bob is 'aiming' at Sven, and pulls the trigger (types 'Kill Sven'), now Bob gets his distance bonus, and a to-hit roll bonus, because he was aiming. A bonus maybe modified by how long Bob was aiming, up to a certain maximum?

Now, what if Bob is hiding, aiming, and attacks Sven?
That's narrowing the gap, isn't it?

Another interesting thing would be lowering the chance to hit in gun vs gun battles, and maybe making it so in firefights 'disarm' and 'grapple' would take a number of turns as grappler or disarmer approaches the other guy?

Random thoughts on combat, I guess.

This is what I'm talking about, but I was looking for more tactical advantages so that Bob could jump Sven, and stand a chance even if Sven is 5 times as good as Bob stat wise.
You all are making way too many assumptions: Like that it dosn't work that way now.

I'm not going to tell you about it though because the underlying game mechanics should be unimportant to you as the major thing you should be concentrating on are the RP implications of thoes type of actions.

You want something that models combat perfectly and takes into account all kinds of situtations, well, I suggest you start your own MOO.

Johnny designed and has successfully used the existing stats system for over 4 years now without a single problem. If anything, in 4 years, the rest of the code hasn't caught up to the stats system. Rastus spent a lot of time from what I can see to account for RP situtations in combat, like aiming, initiative (getting the first hit in) and how that's affected by hiding, grappling, human shields, and other RP situtations.

You can kill someone, and that's what's really important. Everything else should be RP. And that's really the final word on this: It's designed the way it is to help support non-GM assisted killing of other people.

Because the only way I can see to really add support for the rare and special types of situtations that we -DON'T- allready support (because we support some of the ones you don't seem to think we don't) is to add really unnecessary things like sub-locations or ranges so we can effectively judge distances for things like ranged combat, and then people would just spend all their time retreating, hoping to get that lucky shot in. Boooooring.

There is of course another option:

We ditch automated combat alltogether, and make GM-assistance required, so in order to get in a fight you have to wait for a GM to show up, then make your stat checks and pose as accordingly (which some people would be alot better then others at, which may or may not be a good thing).

I've seen this system in action before. It works allright when the people are all sitting at the same table and were all rolling our own dice.

It really fucking sucks on a MOO when your in the middle of RP, and you have to pause all RP in the room to wait for a GM, so you can spend the next hour and a half emoting taking pop shots at each other.

But, maybe that would be better for you, because you could accomidate these types of rare situtations which arn't possible to handle, like the gun vs. the sledgehammer at 15 feet apart and closing. I dunno. I do know that the GM's are booked as it is without having to referee combat, and that something like this would in all likelyhood bring the rest of the game to a grinding halt, or at least certian lines of RP.

So while your right, there are certian things that arn't modeled well right now, don't expect any changes in the near future.

I personally think that Combat has it's weaknesses, and it's lack of modular design will not allow us to do everything that we want to do in the future (think cyberware, and different guns), but for the near future, don't expect much to be different, except for maybe grappling and disarm, which needs some minor touches.

-Kevlar

Kev,

  Lets not close our eyes to possible improvements. I won't partake in the discussion because I feel the stat/combat system works well enough for our immediate needs. The stat/combat system -will- eventually be worked on some more, but right now, I don't want to discuss it because we have enough other stuff to work on without distracting us by more theory and concept. Its not that the stat system is perfect, I know it isn't. But it works well enough for our immediate needs and has done so for a long time.

Sindome is a perpetual work in progress, but work can't get done if we spend 100% of our discussing what to do. Feel free to discuss it here though and eventually, things will work their way into the game :)

Ya know, I read the book, borrowed it from Alla, finished it in a couple of days. I suggest some of you out there pick it up, serously, it rocks.
Kev I agree one hundred percent.  The dome will  never be real, the mechanics will never be the same.  It was just a thought.  I'm sure this stat system is one of the best a moo has seen.  The only thing I was saying is even joe smoe should be able to pick up a gun and kill some random guy on the street for money.

It does work great, and it will never be perfect.  But Combat wasn't the only thing I was hoping to address, alot of ambient stuff that is being discussed in the Scripting Forum also.  Just a thought, I don't know what the core looks like, and I don't really have much to compare it to.  *shrugs*

Neuromancer was my first CP novel, and thus holds a very special place in my heart.
For me, it has the best characters, it has awesome decking information and perspective, and the Sprawl is great for envisioning RED.
Just my 00.02, Virtual Light has the best ambiance as far as CP, at least how I see it. Just vibes it gives off remind me of Bladerunner.
Yeah, I'm confusing.

(Edited by Lotus at 8:28 pm on Sep. 15, 2002)

Bansupuro Park is our version of the bridge in Virtual Light.

Eventually, I'd like the shacks to usable as sleeping locations, though the method I have to let people use them as such is a little different.

Ok Dammit! I'll read the fricking book.

I'll have to put Harry Potter aside.  LOL!

doesn't have to put it aside, *says, "come on book 5, come now" in a lame voice*

I found Neuromancer to short

*chuckles*

I found gibsons slang narratorial pros along with the obvious slang dialogue too much, he seemed in it, imersed, and part of the believable environment. I like the narrator to take a more god like stance *grins*

I think I just suported people's like of it there *grins* I'm going to read another Gibson novel

Have I mentioned Neal Stephenson before *grins inocently and says, "you sure? I have?"*


(Edited by Wanseya at 11:25 am on Sep. 16, 2002)

I hate to rip off TMOL, but I think, for the good of humanity, I must….Wanseya -


U PUNCTUATIN': AWFUL

[font=Courier New]I have SpelChekre below the quality avator for a reason *grins*[/font]