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On March 5, 2013, Wing Commander: New Horizon MUSH was shut down due to lack of activity. Thanks to the staff and players for your support. We had a good run and created some amazing memories. Keep in touch on the Facebook page for the game, which will be preserved.

The entire game's codebase and database (minus player information) has been open-sourced and released to the public, and the game itself is back up to help support the code at wcmush.com 2199!

Combat System Design

The following is a living document that will be shared with the game as the combat system is designed.

Purpose

The goal of the WCNH combat system is to provide a reliably accurate translation of a traditional tabletop experience into the MUSH environment. At the same time, we want to accomodate and take advantage of the unique opportunities that the online and text-based environment offers.

Terms

A Combat Scene

The combat scene should evolve in a procedural fashion as follows:

  1. Combat is initiated in the room.
    • Everyone in the room is automatically added as a combatant.
    • The pose/action order is generated by way of some initiative roll.
    • GMs in the room are not added to the list, but can insert themselves after the order is established.
    • Everyone in the room is told who's turn it is to pose/act first.
  2. GM modifiers may be declared.
    • GMs can give a universal +1/-1 to a participant's offensive or defensive capabilities.
  3. Each participant goes in turn.
    • On their turn, user poses and uses a combat action (attack, shoot, etc.).
    • The next person cannot use a combat action until the previous person has used an action.
    • The scene can advance to the next person if either the person manually opts to skip (because they're not taking an action, etc.) or the GM manually skips someone.
    • Attacks of any kind use a straight up compared skill/attrib check to determine if it's a hit or miss.
    • Attackers can declare a targetted action (i.e. called shot) to the target's body, resulting in raised difficulty. Otherwise, damage is inflicted to a random area.
    • Being knocked uncon/killed removes a user from the list order.
    • A participant can remove themselves from the participant list at will.
    • Combat action commands don't work unless combat has been initiated in the room and the user is in the participant list.
    • GMs can pause the scene, preventing anyone from using action commands.
  4. Scene continues until there is only 1 person left in the participant list, or a GM manually ends the scene.
    • Participants cannot leave the room until they are removed from the participant list.

Misc. UI Notes

Code Check List

Implementation Plan

  1. Wield/unwield and reload commands, ammunition handling.
  2. Finish implementing unconscious/death handling.
  3. Fully implement Steps 1 and 4 of the scene progression. Implement all of Step 3 except for called shots.
  4. Add GM modifiers in Step 2.
  5. Add support for called shots in Step 3.
  6. Consider additional "special" combat actions.