[Mechanics] Rounds Visibility
Posted: Sun Sep 07, 2008 6:51 pm
Currently, the MUD has a jumble of skills, attacks, and spells that go off seemingly without any real capability to understand what is really happening each round.
Further, it makes it very difficult to determine how long a spell is really affecting a character when a wizard can only cast once per round for normal spells (such as magic missile), but if you are basing this off of a fighter getting 5 attacks per round, seeing a wizard cast magic missile twice per your five attacks doesn't seem to make sense.
I think this would also help counterspelling when this is re-introduced into the MUD as well. As a wizard, I'd rather see the other wizard/priest's attempted cast before identifying whether I want to counterspell it or not. If the opponent is just going to cast burning hands on me, I'd rather let it slide than bother counterspelling. Now, if the opponent is about to cast fireball or flamestrike (or worse), I'd rather save my party (and my priest) from all the pain and extra work.
Also, this would help other classes such as rogues to better utilize their interruption skills such as gouge. Would a thief be more willing to use gouge when his opponent is about to cast magic missile or when they're about to cast weird?
I think this would be particularly useful in groups and would allow the flee option to be used on a per-round basis instead of having to spam 'flee' command.
Further, it makes it very difficult to determine how long a spell is really affecting a character when a wizard can only cast once per round for normal spells (such as magic missile), but if you are basing this off of a fighter getting 5 attacks per round, seeing a wizard cast magic missile twice per your five attacks doesn't seem to make sense.
I think this would also help counterspelling when this is re-introduced into the MUD as well. As a wizard, I'd rather see the other wizard/priest's attempted cast before identifying whether I want to counterspell it or not. If the opponent is just going to cast burning hands on me, I'd rather let it slide than bother counterspelling. Now, if the opponent is about to cast fireball or flamestrike (or worse), I'd rather save my party (and my priest) from all the pain and extra work.
Also, this would help other classes such as rogues to better utilize their interruption skills such as gouge. Would a thief be more willing to use gouge when his opponent is about to cast magic missile or when they're about to cast weird?
I think this would be particularly useful in groups and would allow the flee option to be used on a per-round basis instead of having to spam 'flee' command.