*waves the bullshit flag*
[font size=1" color="#FF0000]LAST EDITED ON Nov-27-00 AT 09:25AM (GMT)[p][font size=1" color="#FF0000]LAST EDITED ON Nov-27-00 AT 09:20 AM (GMT)
>ok it isnt easy but im
>gona try to make a
>program so it will work
>
>i have tryed whol day and
>it doesent seem to work
>but maybe some time soon
> maybe wary soon
>cya when i have the things
>u wanted to c
1. I'm sure as hell not going to d/l a program from someone I don't know. Plain and simple. I know ways of making a system FUBAR wtih a program without tripping off ANY virus detector. So, no dice there.
2. This 'program' would have to implement netcode, and be usable by many people at once. It might look fine, or even like Fallout's way of real-time for roaming, and then turn-based for the combat, but it would need many people to test it out. And then I *highly* doubt it could address many of the problems that we've sorted out before.
3. As has been discussed before in links previously given to you, turn-based combat in real-time roam does NOT work.
If A and B got into combat together right outside of town, and they are put into 'turn-base combat', what is to prevent player C from taking potshots or taking a free shot while they are in real-time? Or what would prevent player B's buddies from ICQing his friends to surround the 'combat' while he delays and prevents player A from going anywhere, which if he wins or loses, player A is fucked either way as the others in real-time have surrounded those in turn-based.
Either the whole world would be put into turn-based while their combat ensues, or they would be put into a 'fog of war' like Realm does, and have combat into a sort of turn-based combat while the rest of the world sees an animated graphic. In which case, you can't hope for back-up help from your friends like UO can do. Unrealistic to an extreme, and there's no mainstream MMORPG that uses a main turn-based system.
It's not possible to implement turn-based combat in a real-time roam in a mass-online game without glaring faults or exploits.
[font size=1" color="#FF0000]LAST EDITED ON Nov-27-00 AT 09:25AM (GMT)[p][font size=1" color="#FF0000]LAST EDITED ON Nov-27-00 AT 09:20 AM (GMT)
>ok it isnt easy but im
>gona try to make a
>program so it will work
>
>i have tryed whol day and
>it doesent seem to work
>but maybe some time soon
> maybe wary soon
>cya when i have the things
>u wanted to c
1. I'm sure as hell not going to d/l a program from someone I don't know. Plain and simple. I know ways of making a system FUBAR wtih a program without tripping off ANY virus detector. So, no dice there.
2. This 'program' would have to implement netcode, and be usable by many people at once. It might look fine, or even like Fallout's way of real-time for roaming, and then turn-based for the combat, but it would need many people to test it out. And then I *highly* doubt it could address many of the problems that we've sorted out before.
3. As has been discussed before in links previously given to you, turn-based combat in real-time roam does NOT work.
If A and B got into combat together right outside of town, and they are put into 'turn-base combat', what is to prevent player C from taking potshots or taking a free shot while they are in real-time? Or what would prevent player B's buddies from ICQing his friends to surround the 'combat' while he delays and prevents player A from going anywhere, which if he wins or loses, player A is fucked either way as the others in real-time have surrounded those in turn-based.
Either the whole world would be put into turn-based while their combat ensues, or they would be put into a 'fog of war' like Realm does, and have combat into a sort of turn-based combat while the rest of the world sees an animated graphic. In which case, you can't hope for back-up help from your friends like UO can do. Unrealistic to an extreme, and there's no mainstream MMORPG that uses a main turn-based system.
It's not possible to implement turn-based combat in a real-time roam in a mass-online game without glaring faults or exploits.