Combat

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What is combat in Second Life?

Second Life combat generally refers to "games" where Residents fight other Residents based on rules imposed by a "combat system". A combat system is in turn used in a combat game. This is roughly equivalent to "player versus player (PvP)" action in various online games.

The main difference with Second Life combat is that the combat systems and games inworld are created by Residents, real people like you. (There's only one exception, which we'll get to shortly.) This is similar to a gamemaster creating an experience inside of Second Life for you and others to enjoy. This also means that changes to a combat game aren't made by Linden Lab, but by the game creators.

Originally, there was only one combat system, the built-in one created by Linden Lab. It's rudimentary and doesn't offer the flexibility expected from those who've played various multiplayer games, so in response, teams of Residents began creating their own using the creation tools available to all Residents. Communities grew, and now, combat is a popular activity across Second Life.

Where can I find combat games in Second Life?

The Destination Guide has a Sports & Games category, as well as a Role-playing Communities category. Both of these include places to visit with combat games. (Linden Lab is considering adding a specific combat category.)

What are the available combat systems? How do they differ?

See the Combat Systems page for more information.

What are the penalties for dying in Second Life?

While penalties may differ depending on the combat system, dying from combat in Second Life is never permanent in regards to your overall SL account. The most that may happen is you need to start over from a checkpoint. In the case of the Linden-created combat system, you're merely teleported home.

What are the exceptions to combat in Second Life?

Scripted weapons with effects like pushing avatars can be used outside of a combat system. When rules haven't been agreed upon, if you use a weapon to unconsensually annoy and harass others — that's griefing, a kind of abuse which can get you banned per Linden Lab's Terms of Service.

In other words, stick to using weapons in combat games and designated zones where all participants have decided it's fun to shoot each other, and you'll be fine.

Also, there are scripted devices marketed as combat systems which aren't part of a game, although they have similar functionality. These combat systems are sometimes used as protection devices against griefers, although Linden Lab recommends not shooting back (since things to escalate and innocent bystanders get hit), but instead, filing an abuse report. It may not be as Wild West, but at least you can honestly say "I wasn't a jerk".

If you want to have more reckless combat fun without following most rules, see "freestyle".

What kinds of weapons, armor, and other gear are found in Second Life combat game?

You may already be familiar with much of the equipment found in SL combat games if you've done deathmatches or played MMOs. Here's a quick overview of what you can expect to find:

Weaponry

There are hundreds of weapons in Second Life to choose from, compatible with various different combat systems. There are two basic types of weapons: "melee" and "ranged" weapons. Melee weapons are held by a avatar (like swords). Ranged weapons shoot a projectile (like guns and bows). They fall within numerous commonly known classes. Note that there are variations on these common themes:

  • Basic Guns - Guns that fire basic physical bullets. Depending on the game, these may be deterred by armor or shields.
  • Advanced "Guns" - Guns that fire tracking, non-physical bullets. There may or may not be ways to counter them in a game.
  • Explosives and "Nukes" - Self-explanatory. These range from basic explosives to nukes that can kill everyone within 96m of the detonation point.
  • Advanced Weapons - The most effective and powerful weapons often combine a number of different effects with sophisticated, often HUD-based controls. There are several quality HUD-based combat systems available, as described below.
  • Robots and Turrets - These can be remote controlled, or set to fire on certain targets automatically.

Don't use non-permitted weaponry in a combat game to annoy others (such as caging guns or guns that fling people thousands of meters into the air). Just like bouncing a basketball into a hockey net would be considered a gross disruption of game rules, so's bringing in outside stuff that unbalances and interrupts the experience for other game players. Not only is it likely that you'll be ejected from a game, abuse reports will likely be filed against you to have your actual account suspended — or worse, banned — from accessing Second Life.

Defense

Defense plays an important part in combat life. An undefended avatar can be obliterated by modern weaponry, ruining the fun for many new combat players. There are several ways to defend yourself in Second Life.

Combat Vehicles

Sadly, the use of combat vehicles has reduced in second life. While they are very fun to fly, most vehicles will be "disrupted" by shields in actual combat situations, causing them to fly away. The only way to avoid this is to use non-physical vehicles.

The use of combat vehicles in LLCS has seen a surge recently (2009 - 2010) where the use of LlVolumeDetect to make an avatar invincible is used and then a custom damage system implemented. (Usually 100 "hitpoints", where each recognised bullet collision reduces one point, until zero where the owner/user agent is killed intentionally to simulate death)

What if I don't want to follow rules?

Look for some lawless "freestyle" fun.

Optimizations for Combat

Perhaps nothing is more demanding on the SL server system, connectivity, and your PC/Mac then combat. To win you must be fast. To be fast requires a good connection, a good to great computer and a sim that is well managed by its' owner. All are essential to your success. But... there are some things you can do to "tweak" your system to win and make over all combat gaming better for all those involved.

  • Reduce your graphics settings as low as possible.
  • Disable all unneeded features in your preferences for your client.
  • Remove all unnecessary HUDs and AOs from your AV. (Most weapons come with an integrated AO for efficiency already)
  • Wear clothing and hair with the least amount of prims possible. This will lower your Avatar rendering costs (ARC). Fighting naked on most SIMs is prohibited. Wear some form of clothing.
  • Do routine maintenance on your machine before engaging in combat. (Defrag, check disk and remove junk files and unused programs)
  • Use ranged weapons with a reasonable rate of fire and tight conical spread. Be considerate of others.

In short you want to run as "lean" and well running a computer as possible.

See also