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Re: Wishful thinking



Actually, most M* get space all wrong.

The weigh it too heavily on the users ability to type in a command.  
TrekMOO (soon to someday be TrekAR) had the silly "sit and spin" 
space that was nothing like real combat...

Perhaps one day it will be done well.


> ThwartedEfforts drew these hieroglyphs:
> > Come to think of it, why are all the current 'space game' implementations
> > using some 3d space idea.  Is anyone doing a TradeWars style layout?  Not
> > only would this be much easier to program, but it would remove concentration
> > from the actual navigation (join the Navy if you want to learn that :) ) and
> > more on the actual battle taking place -- ends up being "can my 50 fighters
> > take on your 500 fighters" rather than being a game where my knowledge of
> > polar naviagtion is pitted against yours.
> > 
> > "Er, set a heading, er, 90mark45, engage at, uh, warp 1"
> > 
> > "Warp to sector 55" (a la TradeWars)
> > 
> 
> because if i wanted to go from room to room -- err, i mean sector to
> sector to navigate, i'd play a DikuMUD.
> 
> 
> 
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Kevin L. Kitchens                                   Internet: klk@crl.com
PEI Programming - Stone Mountain, Georgia                CIS: 76614,2161
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  "The comments contained within ARE those of my employer...myself!"
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