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Article #376Re: Ultima 9 - What Do >You< Want to See? (REPOST)
From: ja... JANG HIN LANG
Date: Fri, 11 Nov 1994 02:08
Date: Fri, 11 Nov 1994 02:08
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5400 bytes
In article <bmartin.2...@origin.ea.com>, Brian Martin <bma...@origin.ea.com> wrote: >Hello There, > >My name is Brian, and I am one of the many Ultima 9 team members. Right now, >U9 is in the early developemental stage, and we want to know what you, the RPG >fan, would like to see in the next Ultima. > >Please post any suggestions to this board. > For those who have read article 38849 please ignore the following ------------- Plot development ------------- Since when was the Avatar the official courier service provider and the lost-and-found clerk of Britannia? The search for the air balloon plans in Ultima V - Warriors of Destiny, collecting the nine pieces of a map in Ultima VI - The False Prophet and the finding of materials required to enter Penumbra's house in Ultima VII - The Black Gate were all a waste of time. Some ominous force that threatens to "rule the world" is another boring plot idea... Unfortunately, many computer role-playing games end once the main conflict has been resolved. We are given this pleasant animated sequence at the end and suddenly the DOS prompt appears. In such a context, the Avatar reminds me of shoe salesmen. They go to work and once a day's task is accomplished, they go home -- end of story. With the proliferation of add-on disks, why not have an light- hearted attempt to market an option to have the Avatar remain on Britannia for a little while after the quest is done and interact with the populace. There is much that we, as players, do not know about the society in which were are called so often to save. ------ Combat ------ One deficiency that I noticed in Ultima VII was that of Dungeon Destard. To defeat the dragons all a party had to do was to place caltrops on the ground and lure the creatures onto the metal spikes. What I fail to understand is why such a formidable opponent would be so foolish. Similarly, the NPC parties that you would encounter in either forest, cavern or grassland also lacked any sense of strategy. I noticed only two rules of engagment: attack the nearest opponent and flee when appropriate. To simulate combat options, it should be a trivial exercise to build and maintain an active AVL tree. Each front and back child of some root node would be two general actions. Subsequent traversals in either subtree expands the options available. Deciding which path to take along the tree would be akin to assigning some number to each node. A clever strategy involving an attack with missile weapons from a group of concealed archers would have a much higher priority number than a strategy where the same archers, surrounded by a group of thugs attack, en masse, on a clear, sunny morning in the middle the some dirt road leading to the vineyards of Empath Abbey. Having such a data structure can also simulate a "learning process". Since inserting a strategy option (i.e. a node) into an AVL tree preserves balance, why not do this in real-time? In most cases, all operations are, at worst, of O(1.44 log n). Future encounters with the same group (provided that someone flees the battle, manages to escape captivity or successfully negotiates their freedom) would not only have an expanded array of tactical options to choose from but also a node combination (a failed strategy) to avoid. For non-human encounters, you can sort and therefore arrange the strategy options in terms of the time of day, feeding cycle, breeding season, environment and current weather conditions. A hungry troll on a chilly morning having lost a territorial battle with another troll would not be patient enough to wait beneath a bridge for a hearty morning meal to just stroll by. ------------ NPC interaction ------------ One can safely assume that those who use, and in many cases own, a computer have acquired the basic skill of typing. As such, there should be an option for players to type their queries instead on choosing one from a listing. Why restrict players in terms of what they can ask a particular character? The language parser in Ultima VI - The False Prophet was nice, but still somewhat restrictive; we were still "encouraged" to ask the highlighted words. --------- The Avatar --------- The inclusion of a choice of gender and ethnic background was a welcome surprise in Ultima VII - Part 2. I sincerely hope that this option will be available in Ultima IX - Ascension. --------- Lord British --------- Having ruled Britannia for several years why is he still single? With advancing age, old LB should be thinking about who will be heir to the throne. ----------------------------------------------------------- .Hin.
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Newsgroups: comp.sys.ibm.pc.games.rpg Path: mbox-mo1.pugleaf.net!nntp.gmd.de!xlink.net!howland.reston.ans.net!cs.utexas.edu!utnut!cannon.ecf!jang From: ja...@ecf.toronto.edu (JANG HIN LANG) Subject: Re: Ultima 9 - What Do >You< Want to See? (REPOST) Message-ID: <Cz2z9F.1H0@ecf.toronto.edu> Sender: ne...@ecf.toronto.edu (News Administrator) Organization: University of Toronto, Engineering Computing Facility References: <bmartin.22.008C1B19@origin.ea.com> <Cz2yqx.JH@ecf.toronto.edu> Date: Fri, 11 Nov 1994 02:08:02 GMT Lines: 141 MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 7bit