Post by Jubilynn on Feb 13, 2011 0:33:30 GMT -5
Combat Rules
We don’t use a meter. We hate meters; all meters deserve to die a slow horrible laggy death!
Ok, was that clear enough on how we feel about that subject? But Jubi, you ask, how do we handle combat if we don’t’ have a meter? You roleplay it out.
Folks have been Roleplaying combat our in text chat for many years without the introduction of meters. While engaging in combat at Botany Bay, your scripted weapons are used as props, to add a visual aspect to your RP.
Actions pass back and forth between players in turns, were each posts an action that would take a few seconds of time, and allows for the other player to post the effects of that attempted action, and their own characters actions. How does this work? Well read below.
Pirate: See’s that his attempt to talk his way out of the confrontation with the security officer doesn’t seem to be working out, takes a half step back, to put some distance between himself and the officer, half turning his body in an attempt to hide his hand moving to rest on the grip of his pistol, unsnapping the safety strap.
Officer: Looks up from the obviously forged cargo manifest. “Sir, I’m going to have to call this in, “glancing as the pirate steps back, his hand going to his own pistol as he loses track of the pirate’s hands.
Pirate: Seeing the officer reach for his weapon, draws his pistol, flipping the safety off and squeezing off a quick shot in an attempt to hit the officer before he can draw.
Officer: Seeing the movement, twists to the side as the weapon comes to bear, the quick shot glancing his left shoulder, the pirates quick draw and lack of aim allowing him time to just barely dodge the blast. Drawing his weapon as he reacts.
------
The combat continues to go back and forth until it comes to a satisfactory conclusion for both parties. As roleplay in a free open form such as this is essentially consensual. At some point someone has to give. Remember, folks don’t have to ‘die’ too loose. There are many outcomes to combat such as this to include but by no means limited to, injury, capture, fleeing, death. The story you’re attempting to tell, will dictate the outcome of the combat.
Notice how the two example players took into account the others characters strengths and weaknesses and reacted to what was posted. The pirate attempted to hide his actions from the officer, while the officer determined this to partially work. Also the pirate was able to get out only a hasty shot as he drew, the officer took this into account when was able to only partially dodge. The officer’s play taking into account his own character’s reflexes vs. the pirates, and the less aim the pirate may have due to the quick draw.
It is important to note these modifiers when playing with others, if a charters forgoes an attack to for example, “steadies themselves against the crate, taking the time to aim center mass of the attacking pirate, exhaling slowly as they advance” , and then chooses to attack on their next ‘turn’ then their attack should carry a much higher chance of hitting than had thus just fired quickly.
Posts don’t and shouldn’t be full paragraphs. In combat especially, a sentence or two AT MOST is plenty to get the point across. Long lulls in-between posts kill the flow and fun of RP combat. This is especially important in multiplayer engagements. You may even want to have a post ready to go for when your turn comes up. As a hint, you can keep one ‘ready to go ‘ post in the local chat window, and leave the local chat docked at the bottom of your viewer open for other messages.
The guns, shields and other props add a fun visual aspect to the RP, and should be used immediately after you post, to visually drive home your characters actions.
Remember, with no meter, running around the sim and just shooting scripted weapons only makes you look like a restarted knob playing Halo. With no meter to record hits, it’s really pointless. Don’t run around, it’s likely to make a moderator mad and freeze your avatar in place.
All that being said; there are occasions where we may use a simple collision meter to assist in large combat RP. These occasions will be announced.
We don’t use a meter. We hate meters; all meters deserve to die a slow horrible laggy death!
Ok, was that clear enough on how we feel about that subject? But Jubi, you ask, how do we handle combat if we don’t’ have a meter? You roleplay it out.
Folks have been Roleplaying combat our in text chat for many years without the introduction of meters. While engaging in combat at Botany Bay, your scripted weapons are used as props, to add a visual aspect to your RP.
Actions pass back and forth between players in turns, were each posts an action that would take a few seconds of time, and allows for the other player to post the effects of that attempted action, and their own characters actions. How does this work? Well read below.
Pirate: See’s that his attempt to talk his way out of the confrontation with the security officer doesn’t seem to be working out, takes a half step back, to put some distance between himself and the officer, half turning his body in an attempt to hide his hand moving to rest on the grip of his pistol, unsnapping the safety strap.
Officer: Looks up from the obviously forged cargo manifest. “Sir, I’m going to have to call this in, “glancing as the pirate steps back, his hand going to his own pistol as he loses track of the pirate’s hands.
Pirate: Seeing the officer reach for his weapon, draws his pistol, flipping the safety off and squeezing off a quick shot in an attempt to hit the officer before he can draw.
Officer: Seeing the movement, twists to the side as the weapon comes to bear, the quick shot glancing his left shoulder, the pirates quick draw and lack of aim allowing him time to just barely dodge the blast. Drawing his weapon as he reacts.
------
The combat continues to go back and forth until it comes to a satisfactory conclusion for both parties. As roleplay in a free open form such as this is essentially consensual. At some point someone has to give. Remember, folks don’t have to ‘die’ too loose. There are many outcomes to combat such as this to include but by no means limited to, injury, capture, fleeing, death. The story you’re attempting to tell, will dictate the outcome of the combat.
Notice how the two example players took into account the others characters strengths and weaknesses and reacted to what was posted. The pirate attempted to hide his actions from the officer, while the officer determined this to partially work. Also the pirate was able to get out only a hasty shot as he drew, the officer took this into account when was able to only partially dodge. The officer’s play taking into account his own character’s reflexes vs. the pirates, and the less aim the pirate may have due to the quick draw.
It is important to note these modifiers when playing with others, if a charters forgoes an attack to for example, “steadies themselves against the crate, taking the time to aim center mass of the attacking pirate, exhaling slowly as they advance” , and then chooses to attack on their next ‘turn’ then their attack should carry a much higher chance of hitting than had thus just fired quickly.
Posts don’t and shouldn’t be full paragraphs. In combat especially, a sentence or two AT MOST is plenty to get the point across. Long lulls in-between posts kill the flow and fun of RP combat. This is especially important in multiplayer engagements. You may even want to have a post ready to go for when your turn comes up. As a hint, you can keep one ‘ready to go ‘ post in the local chat window, and leave the local chat docked at the bottom of your viewer open for other messages.
The guns, shields and other props add a fun visual aspect to the RP, and should be used immediately after you post, to visually drive home your characters actions.
Remember, with no meter, running around the sim and just shooting scripted weapons only makes you look like a restarted knob playing Halo. With no meter to record hits, it’s really pointless. Don’t run around, it’s likely to make a moderator mad and freeze your avatar in place.
All that being said; there are occasions where we may use a simple collision meter to assist in large combat RP. These occasions will be announced.