If You Get Killed in SL, you should lose $L
|
|
Heuvadoches Naumova
Equus Exoticus
Join date: 6 Oct 2005
Posts: 174
|
03-29-2006 11:36
way to suggest another form of grief! Seriously, this would only give a reason for the <bleep>tards to start shooting up everything. This is Second Life...not San Andreas.
_____________________
Respectfully yours, Heuvadoches [I try to be in character as much as possible.]  [left]Obligitory Advertisement: Pixel Crack Productions - Rainbow Tiger Island Mall [/left]
|
|
Kijara Solzhenitsyn
BritFur
Join date: 20 Nov 2005
Posts: 17
|
03-29-2006 12:31
From: Ordinal Malaprop Admit it - you really want to be able to eat them. This is all just sublimation. You want LL to implement avatar organs that you can eat to gain their power, or perhaps store in the fridge for later. And if you're wearing a Space Marine avatar, you get their memories too. My personal theory is if you get pushed, you should recieve L$ 1000 for each sim boundary you cross. Once per day.
|
|
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
|
03-29-2006 12:37
From: Mulch Ennui Seriously, there is no penalty to dying in game anymore There's no point to the Linden player-versus-player code. None. It should all be removed. Gone. No more "damage" sims. No more "health" hearts, nothing. All that stuff should be handled by cooperative resident-written combat scripts like CCC or the stuff Darklife uses.
|
|
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
|
03-29-2006 12:40
From: Nepenthes Ixchel Then, there are newbies. Newbies are always coming in wanting welfare. So what we need to do is have the killer ay a small amount of lindens to the vistim for each kill, and have Linden Labs take a cut. Oooh. The Assasination Game. I dropped out of college because I was spending too much time hunting my victims instead of studying. Please, nobody implement this in SL. I'm serious.
|
|
Ordinal Malaprop
really very ordinary
Join date: 9 Sep 2005
Posts: 4,607
|
03-29-2006 12:48
From: Argent Stonecutter Oooh. The Assasination Game.
I dropped out of college because I was spending too much time hunting my victims instead of studying.
Please, nobody implement this in SL. I'm serious. Funny you should say that. I was just thinking about it the other day, when someone somewhere else was talking about Killer.
|
|
Ordinal Malaprop
really very ordinary
Join date: 9 Sep 2005
Posts: 4,607
|
03-29-2006 12:52
From: Argent Stonecutter There's no point to the Linden player-versus-player code.
None.
It should all be removed.
Gone. No more "damage" sims. No more "health" hearts, nothing.
All that stuff should be handled by cooperative resident-written combat scripts like CCC or the stuff Darklife uses. Yeah, like llPushObject, everyone should have co-operative attachments using llApplyImpulse instead... I jest. Nah, I'd like a proper hardcoded damage system, but it has to actually work and be customisable by parcel and so on. Different options, say, you die and you just spend 30s in a pool of blood on the floor, or you get TPed home or back to a spawning point, depending on how the area is set up. An option for only objects owned by a certain person or group doing damage. And so on. I seem to recall that Sylph Lightworker has a proposition up about reform of the damage system. In general, it's something that every other gunsmith I've spoken to in SL thinks is a good idea. If I remember the proposition I'll post it.
|
|
Yiffy Yaffle
Purple SpiritWolf Mystic
Join date: 22 Oct 2004
Posts: 2,802
|
03-30-2006 03:31
From: Argent Stonecutter There's no point to the Linden player-versus-player code.
None.
It should all be removed.
Gone. No more "damage" sims. No more "health" hearts, nothing.
All that stuff should be handled by cooperative resident-written combat scripts like CCC or the stuff Darklife uses. Agreed. Seriusly Scripted ones are much better anyway. i've used a few.
|
|
Satu Moreau
Seldom seen ***** phantom
Join date: 22 Nov 2004
Posts: 65
|
03-30-2006 05:07
I would disagree with this sentiment as there are "accidents" at times. Such as once when I was mentoring, the sim I was in went down. When I logged back in, I had been tossed into a combat sim and got shot in the back before I knew where I was.
|
|
Lizbeth Marlowe
The ORIGINAL "Demo Girl"
Join date: 7 May 2005
Posts: 544
|
03-30-2006 06:38
What always confuzzles me about the Mulcher...is how he posts all the anti war shit, but loves to incite them. You're a silly little man Mulch. 
_____________________
Vote to add a button to verify Deleting Items! Prop 903 I've updated my BLOG!
|
|
Draco18s Majestic
Registered User
Join date: 19 Sep 2005
Posts: 2,744
|
03-30-2006 06:47
From: Ordinal Malaprop Yeah, like llPushObject, everyone should have co-operative attachments using llApplyImpulse instead...
I jest. Nah, I'd like a proper hardcoded damage system, but it has to actually work and be customisable by parcel and so on. Different options, say, you die and you just spend 30s in a pool of blood on the floor, or you get TPed home or back to a spawning point, depending on how the area is set up. An option for only objects owned by a certain person or group doing damage. And so on.
I seem to recall that Sylph Lightworker has a proposition up about reform of the damage system. In general, it's something that every other gunsmith I've spoken to in SL thinks is a good idea. If I remember the proposition I'll post it. I agree that the the damage system needs re-working. I've yet to see a freebie weapon (or a non-freebie for that matter) that didn't kill outright. As for combat sims or RPGs or anyting that actually uses the current health system, my way of implementing it would be that the weapons didn't do damage unless the target was wearing a particular item, i.e. something that denoted that they were indeed part of the game. Uses ould include: The weapons couldn't hurt anyone outside the game. There wouldn't need to be a need for group tags to be active (although it is handy, depending on what kind of game) You could set the worn item (bracelet?) to different "frequencies" and have 2, 3, 4 way FPS CTF or what not. They could even be used to turn off friendly fire. And if someone's not wearing the item to get "god mode," well, they can be easily spotted as they aren't taking damage and their team ain't getting any points.  I know that the ideas I have for making a D&D type RPG work in SL involves frequency set weapons and other items. Prevents 'playes' from walking into a dungeon and just shooting it up. If all weapon items were like this we wouldn't have so much problems with griefers (admittedly removing a small section and not a large one).
|
|
Ordinal Malaprop
really very ordinary
Join date: 9 Sep 2005
Posts: 4,607
|
03-30-2006 06:50
From: Draco18s Majestic I agree that the the damage system needs re-working. I've yet to see a freebie weapon (or a non-freebie for that matter) that didn't kill outright. Oi! None of my weapons, free or not, are instant-kill. (Well, the Engine Rifle has High Explosive kill/push ammo that you can select, but it doesn't use that as standard.) In fact I think the most damage any of them does is 60. Mostly it's 20-30.
|
|
Draco18s Majestic
Registered User
Join date: 19 Sep 2005
Posts: 2,744
|
03-30-2006 07:05
Good to hear! Still, the point remains that non-leathal weapons (esspecially guns) are rare.
|
|
Ashen Stygian
@-'-,---
Join date: 30 Apr 2004
Posts: 243
|
03-30-2006 07:13
Man, taking on a forum boss mob is tough though. Good xp if you win though, but the loot is crap.
Please Lindens fix the loot table!
|
|
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
|
03-30-2006 09:29
From: Ordinal Malaprop Yeah, like llPushObject, everyone should have co-operative attachments using llApplyImpulse instead... There's lots of non-combat uses for llPushObject, many of which are appropriate for casual use where having to get a "use the lift" attachment is silly. There's no non-combat use for combat, and I don't see any reason why there should be any way for anyone who's not interested in combat to have to even know there's a combat system around. I've got a couple of planes that for some reason have CCC built in. I've never turned it on, and I'll never have to deal with it even if I accidentally fly them near an ongoing dogfight. Just have your bullets/swords/whatever shout your UUID and damage value on your combat system's channel when they hit. Then you can script your combat system to handle scoring, killing, and everything else to work exactly the way you want.
|
|
Psyra Extraordinaire
Corra Nacunda Chieftain
Join date: 24 Jul 2004
Posts: 1,533
|
03-30-2006 09:52
omg CORPSE CAMPER
_____________________
E-Mail Psyra at psyralbakor_at_yahoo_dot_com, Visit my Webpage at www.psyra.ca  Visit me in-world at the Avaria sims, in Grendel's Children! ^^
|
|
Draco18s Majestic
Registered User
Join date: 19 Sep 2005
Posts: 2,744
|
03-30-2006 10:35
From: Argent Stonecutter Just have your bullets/swords/whatever shout your UUID and damage value on your combat system's channel when they hit. Then you can script your combat system to handle scoring, killing, and everything else to work exactly the way you want. EXACTLY.
|
|
Tamaria Vixen
Registered User
Join date: 23 May 2005
Posts: 26
|
04-23-2006 16:34
From: Kijara Solzhenitsyn And if you're wearing a Space Marine avatar, you get their memories too.
My personal theory is if you get pushed, you should recieve L$ 1000 for each sim boundary you cross. Once per day. OH YES! This needs to be implemented as a feature. That would SO make all the push weapons worth the trouble!
|
|
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
|
04-24-2006 08:49
From: Ordinal Malaprop Yeah, like llPushObject, everyone should have co-operative attachments using llApplyImpulse instead... I know you're joking, but... is there any non-combat use for weapons in SL? I'd really be interested in knowing if anyone's come up with a way to do something interesting with the PvP system unrelated to PvP.
|