my 2 cents Standardizing RP combat
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Ro Gastel
Registered User
Join date: 28 Nov 2006
Posts: 2
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10-11-2007 10:57
from reading the post it would seem that people don't want standards in combat systems. Each person having valid concerns and views that have merit and draw backs. I have seen a lot of weapons in my year of studying all that i can find about them and the systems and sim that use them. What i see is devices and weapons that are DCS, GCS,CCS on and on until the next one comes out. It makes for the user and the builders having to carry, wear, switch to a jumble of things to be able to be legal and operate. As a weapon, device maker and player, what would like to see is not a standard of "what is a gun" in the strictest sense but some way to make a gun work for all of it. The best analogy i can make is the internet and TCP/IP. These 2 transports do not tell the server or the client what they can or cant do. They just tell you how to get from A to B in a standard way so you can get what B offers on A It also allows me to make an "A" that every "B" can talk to as long as i follow the standards set down. I this area i would like to see the combat systems makers get together and come up with a standard way for me to interface thier systems so my "sword" is informed by the server what capabilities it is allowed to have when i am in a given sim/system. GCS,CCS,DCS whatever. The server will tell the sword its allowed hit rate and damage. My gun is told its fire rate and range etc... a universal combat system interface (the name doesn't matter) for weapons, huds and yes even characters. I have seen that some system are on the road to setting characters abilities already. It would be nice to know i can wear a generic system interface and as a vampire on toxic and i have this set of abilities and limits but on cola it adjusts to another set. Is it possible to make weapons and Combat system interfaces/huds that ignore the rules and cheat? Yes but that is the way that it is now and the admins of different areas will allow or not allow what they will. This is not a reason to not have a standard Is it limiting ? Yes but only in how the reactions play out not in your design or server or features there in. You gun can be built with many features that are not active on the DCS system but are on GCS etc.. Nice talk... but... I am willing to be part of any efforts in building and scripting and put my money where my mouth is on any serious effort. But i can't do it alone the system makers need to play as well. I love the diversity of SL and the Games/Role play in it and in no way do i want to see them become cookie cutter copies. In the end this benefits the players most. "ease of use" is a big word in games for the general non technical public and lower investment into the trappings of the games because the thing i buy for one works in the other. It will take effort to accomplish it but i am not afriad. I may be foolish.. but not afraid  ok you can shoot at me now 
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Minky Mousehold
Registered User
Join date: 5 Jan 2005
Posts: 382
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*adds another cent * ;p
10-12-2007 03:31
Something caught my eye in the long paragraph , I am using DCS2 combat meter for my sim . Its actually fully customisable for each sim and RP . You can wear the same meter , hop from one RP sim to another and the system will automatically load your settings for That particular roleplay sim .
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Scott Tureaud
market base?
Join date: 7 Jun 2007
Posts: 224
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10-12-2007 10:43
it won't work, there's a few arguements about efficency of various systems and which is best.
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Kendall Edman
Registered User
Join date: 15 Oct 2007
Posts: 1
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12-11-2007 09:59
From: Ro Gastel from reading the post it would seem that people don't want standards in combat systems. Each person having valid concerns and views that have merit and draw backs. I have seen a lot of weapons in my year of studying all that i can find about them and the systems and sim that use them. What i see is devices and weapons that are DCS, GCS,CCS on and on until the next one comes out. It makes for the user and the builders having to carry, wear, switch to a jumble of things to be able to be legal and operate. As a weapon, device maker and player, what would like to see is not a standard of "what is a gun" in the strictest sense but some way to make a gun work for all of it. The best analogy i can make is the internet and TCP/IP. These 2 transports do not tell the server or the client what they can or cant do. They just tell you how to get from A to B in a standard way so you can get what B offers on A It also allows me to make an "A" that every "B" can talk to as long as i follow the standards set down. I this area i would like to see the combat systems makers get together and come up with a standard way for me to interface thier systems so my "sword" is informed by the server what capabilities it is allowed to have when i am in a given sim/system. GCS,CCS,DCS whatever. The server will tell the sword its allowed hit rate and damage. My gun is told its fire rate and range etc... a universal combat system interface (the name doesn't matter) for weapons, huds and yes even characters. I have seen that some system are on the road to setting characters abilities already. It would be nice to know i can wear a generic system interface and as a vampire on toxic and i have this set of abilities and limits but on cola it adjusts to another set. Is it possible to make weapons and Combat system interfaces/huds that ignore the rules and cheat? Yes but that is the way that it is now and the admins of different areas will allow or not allow what they will. This is not a reason to not have a standard Is it limiting ? Yes but only in how the reactions play out not in your design or server or features there in. You gun can be built with many features that are not active on the DCS system but are on GCS etc.. Nice talk... but... I am willing to be part of any efforts in building and scripting and put my money where my mouth is on any serious effort. But i can't do it alone the system makers need to play as well. I love the diversity of SL and the Games/Role play in it and in no way do i want to see them become cookie cutter copies. In the end this benefits the players most. "ease of use" is a big word in games for the general non technical public and lower investment into the trappings of the games because the thing i buy for one works in the other. It will take effort to accomplish it but i am not afriad. I may be foolish.. but not afraid  ok you can shoot at me now  i have seen a guy in-world working on something similar to what you are describing its called TAGS and it looks to be a unique entry into DCS and CCS dominated world
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Bobbyb30 Zohari
SL Mentor Coach
Join date: 11 Nov 2006
Posts: 466
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12-11-2007 12:33
Its highly unlikely that rp combat in SL will ever become standardized because different people like different things and one scripter will always think he better than another. 
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Mrc Homewood
Mentor of Randomness
Join date: 24 Feb 2007
Posts: 779
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12-11-2007 16:33
im acculy working on a combat system with a few peaple, that is secialided like a RP each type of weapon and class with have its own abilitys and special weapons ect ect, depending on skill they might get better, combat is one thing that will neaver be fully specilized, untill my system comes out,  who knows if anyone will like it or not
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Bizcut Vanbrugh
Registered User
Join date: 23 Jul 2006
Posts: 99
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12-13-2007 18:11
well my 2 cents worth is that the combat systems prevent good RP and make it a FPS with RP elements much akin to lets say grand theft auto if it was a online Massive multiplayer. I think that a reversion to a more old school RP would discourage combat for the sake of combat. you would also need a more interactive GM staff to push story lines and create a good RP enviroment for people to play in. Like i said this is just my 2 cents worth and i am happy to say that there is a sim (or partial sim) opening soon that does rely on these principles to RP and make it more RP then shotemup
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Kahiro Watanabe
Registered User
Join date: 28 Sep 2007
Posts: 572
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12-21-2007 07:01
I've been working on a katana script CSS compatible and what I've learned of it is that CSS is pretty standard because it detect keystrokes, using the default melee weapon script that you can find for free anywhere you can make a CSS compatible weapon. So is pretty much what you are looking for. In the other hand C  I is very closed about it, you need a C  I weapon and that way you get the HUD that only works with C  I, but you have to think that there's a business into it so they have their reasons to do it that way.
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Xio Jester
Killed the King.
Join date: 13 Nov 2006
Posts: 813
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12-23-2007 14:20
From: Bizcut Vanbrugh well my 2 cents worth is that the combat systems prevent good RP and make it a FPS with RP elements much akin to lets say grand theft auto if it was a online Massive multiplayer. Personally when I played Grand Theft Auto, I always wished the series has even MORE interactivity AND it was Massively Online Multiplayer. That would mean you could develop day to day allies, the cops could be more than cannon fodder, because after you ran into the cheap "7-11" wanna-be, you could be on your way home with your cereal and rock road ice cream and have a little problem with somebody who was just out to steal & get everything free...then you go by allies neighborhood, or a cop-shop & get him off your tail one way or another, all while staying in character...of course a game like I'm thinking of will probably never happen, because too many kids would wanna be that "farming" small-time thug, stealing and shooting and dying 11 times an hour.
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Fred Extraordinaire
Weapons Specialist
Join date: 29 Jun 2004
Posts: 134
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12-26-2007 09:25
every rp sim should have its own combat system, as i see it now, even with different HUDs and such, the rp sims are all exactly the same. none of the tags require any roleplay to combat...the only part of these sims that makes it a rp is the fact its in the title and some oppressive GM (playing god like its D&D) is writing the entire storyline while the players sign off on it or get banned. at least if people had a custom combat system there could be something different... an actual 'feature' in an rp..thats what i want to see
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Cryas Tokhes
Great Googley Moogley...
Join date: 8 Feb 2006
Posts: 124
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12-27-2007 17:40
Fred is quite right. Many RP Sim owners may not like this idea, specifically since many sims have themed weapons for that sim and connect to outside sources to maintain information.
You wouldnt want someone (i know i am going to get yelled at for this comparison) in say a Star Wars sim, to be attacked and damaged by a Star Trek phaser, or someone in a Star Trek sim to be hit by a light saber... sorry fanboys.. had to make that comparison. People like custom systems in regards to their sim, they can control it. Also it prevents others, such as greifers to stumble across this standard and make weapons that are "one shot, one kill". The varience of the systems gives peace of mind.
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Zynx Zabelin
Registered User
Join date: 14 Sep 2007
Posts: 2
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01-16-2008 08:47
I think you guys are missing the point of what Ro is on about. From what I read he just wants a standardised way of getting gun-range/power etc from the server. As in a part of the script, that regardless of RP system can get that necessary data in the same way. Making it much easier to have weapons that work under all the systems. I know he's not only referring to weapons, but lets face it that's the main item that will make use of such a system.
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