Okay...it's just you replied to a post in which I pointed out how the points you listed could just as easily be integrated into an automated combat system, by building the scripting options into the mud itself. This would allow the automated combat system to cover all of the differences you listed between it, and a manual combat system in which scripting is the most effective strategy.
If mud clients support scripting (which obviously they do) then so can the mud server itself. It's not going to be any harder than writing the support for a client, and in many cases will be much easier (because the built-in version has direct access to information which the client doesnt't).
Many muds already have scripting languages, so from a technical point of view it shouldn't require much effort to add this sort of support. Of course you might not want hundreds of players using the server to do their number crunching, and you quite possibly don't want to encourage people to use scripts instead of playing themselves, but there's no reason why it couldn't be done - and a number of ways in which it could be used for the benefit of the mud (perhaps as an admin tool).
Well the 'loyal' is presumably a mob that would use its own automated combat AI...I'm not sure if I'd consider that to be part of the player (and obviously mobs need to be automated if you want them to fight).
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