Hi to those who may still remember me. Just checked in and found this forum =)
Ok, to answer your question of adding ranged combat, like the big Kal-man said, it's not an easy thing to do but it is possible. I was doing some work on the now defunct? Forgotten Things Remembered and one of my projects was to add ranged combat. A few things you have to take into consideration.
If you allow cross room shooting, you have to give the mob a chance to find the player and exact their revenge on the PC. I had achieved this by adding to the existing functionality of tracking, and making the mob move one room per pulse towards the character who shot the bow. This was an incredibly involved project and took a lot of time to complete, and I suggest you reconsider it =) If you're just starting out a mud, focus on more important things, since the rewards of adding ranged combat don't pay off to the enjoyment of the player IMO. A mud environment isn't really conducive to ranged (ie cross room combat)
If I were to design the combat system from scratch, I would set up a system that had different in-room ranges. By this I mean when you initiate combat, you can specify if you will be starting at close, extended or long range. The mob, if it had no ranged capabilities, would move in towards close range to try to finish off the player. This presents interesting tactical group functionality, since you can place your tanks in the front lines, and the support classes to the rear (think of old Wizardry or Bard's Tale games) If a mob had an extended attack capability, it could, once it reaced the front tanks, opt to attack the casters.
Anyways, this would require a complete redesign of the combat system but would be something to keep in mind. If you have any questions, feel free to ask, I can try and help out with some pointers, but I'll not do the work for ya =) (not without some payment in the form of bagels, hehe)
Kerenos, Imp-in-exile |