Re: Olympia combat From: rwallace@unix1.tcd.ie (russell wallace) Date: Wed, 13 May 1992 06:19:32 +0000 I vote NO to flee check before combat. Furthermore, I propose that the flee system be abolished altogether. I also propose that the rule that when someone issues a MOVE order from a region, you only have one day in which to attack them, be abolished, and things be put back to the way they were before, where you were considered in your old region until you arrived at the new. Finally, I propose that an extra attitude be introduced, called something along the lines of "enemy", which means that if that entity appears during the turn you immediately drop whatever you're doing and attack it. Why? Simply for the reason that it is getting far too difficult to kill someone in Olympia. Olympia is a PBM game, and PBM games are supposed to have strong elements of combat between players. Now by all means also provide ways for people to earn a peaceful living, but don't interfere with those who want to get on with a bit of senseless violence :-). I also disagree with proposals for a refuge city where no combat is allowed; this is something better set up by the players themselves (cf. Sheriff Pelenth of Drassa). My proposals would also make the game a lot more realistic. Realistically, if you have 20 men and there are 5 individuals in a town whom you want to kill, you should be able to kill them all in the course of a single day with very little difficulty, unless some other strong force intervenes to stop you, or unless some of them manage to hide (cf. Stealth skill). In Olympia, if all of them issue MOVE orders simultaneously, you will only get ONE of them; you will be lucky to ever find the others if they don't want to be found, and the one guy you do actually manage to attack, the little bugger will probably manage to flee! Furthermore your 20 men will be so exhausted after the incredible effort of attacking one man (note heavy sarcasm here) that they will show noticeable fatigue for the rest of the month!! This situation has been getting steadily worse for the whole course of the game so far and there are proposals going around to make it worse still. Incidentally, lest everyone fall over themselves shedding tears for killed new players, I would point out that new players have far less to lose by getting killed than established players! i.e. someone who's been playing for 20 turns and gets killed loses the results of 20 turns of effort, but a killed new player does not. -- "To summarize the summary of the summary: people are a problem" Russell Wallace, Trinity College, Dublin rwallace@unix1.tcd.ie Referenced By Up