Combat

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Revision as of 06:34, 31 October 2007 by Dale Innis (talk | contribs) (→‎Introduction: typos)
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Combat in Second Life is a very fun and active hobby. This article will try to teach you exactly how Second Life combat works.

Introduction

Some areas of Second Life are designed for the sole purpose of inter-resident combat; in other areas combat is part of a larger role-playing ambiance. There are two basic types of combat system in second life: the built-in Linden Labs Combat System, and a variety of User-created combat systems.

Linden Labs Combat System (LLCS)

The Linden Labs combat system is in effect in any parcel that the owner has designated as "unsafe". When you are in one of these areas, There will be a heart with a percentage next to it on your upper menu bar. When you see this meter, it means you can be killed in the area. When this percentage drops to zero, you are then 'dead', and you will teleported to your home location. Please note that being killed is not a big deal. You have to teleport back into the combat simulation from your home location, if you want to return to the combat. You will not lose anything (money, attachments, inventory) if you happen to die.

In the LLCS, damage is dealt by collisions with scripted objects that have used LlSetDamage to make themselves damaging; Residents also take damage when they collide with any object, or with the ground (as in falling), at sufficiently high speed. Damage "heals" gradually over time.

Some of the most popular public LLCS combat areas are Rausch, Blue Base, and Red Base. These three sims are free-for-all sandboxes. There is a "safe zone" in the Rausch sandbox where you can't be attacked. It is usually surrounded by big yellow markers, and people have a tendency to gather in this area. (Please note that the "bases" are not really "bases" for anyone. They are free-for-all maps.)

The fastest way to find these regions is to type "combat" into the places search.

CombatBases.jpg


User Created Combat Systems (UCCS)

User created combat systems do not use the built-in LLCS, but instead use scripted objects both to track and to deal damage. This type of combat system can be used in any area that allows scripts to run. Usually these areas require the player to wear a "tag" or a "HUD" in order to play. This monitors your health, and various other stats, varying among the combat systems.

These systems usually come with their own sets of rules that disallow the use of everything from advanced weapons to Bots to shields to instant-killers with the exception of basic weaponry and in some rare cases some small explosives. Sometimes the UCCS' rules include the neccessity of Roleplaying, but some again are just straight forward killing. Some advanced UCCS keep stats of the players such as kill count, death count, level etc.

When the player dies, unlike the LLCS, they will not be teleported back home. They will typically either "respawn" after a few minutes or some advanced systems will spawn a "spawn ball" which the player sits on and they will be able to respawn at a random location in the combat area with full health. The exact effects of "death" depend on the particular UCCS in use.

It is important to note that many UCCS frown upon Defenses (shield, auto orbit), Advanced "guns", Large Scale Explosives (+5 m), Automated Turrets, orbit, lag bombs. Most UCCS simulations also recommend using High quality basic weaponry that do not cause Lag within the SIM.

A Few Notable User Created Combat Systems are 'CCS' 'RCS 'DCS' 'TCS' 'Carnage Island Combat' 'XCS' and 'Pure Combat'.

Engagement

In Second Life you have a vast array of weapons, combat vehicles, and defense mechanisms at your disposal.

Weaponry

There are hundreds of weapons in Second Life to choose from. I like to classify these weapons in several categories:

  • Basic Guns - Guns that fire basic physical bullets. These are stopped by most quality shield systems.
  • Advanced "Guns" - Guns that fire tracking, non-physical bullets. These can't be stopped by all but the most advanced (and expensive) defense systems.
  • Explosives and "Nukes" - Self explanatory. These range from basic explosives to nukes that can kill everyone within 96m of the detonation point.
  • HUD Weapons - These are the most effective and powerful weapons, in my opinion. There are several quality HUD based combat systems available. These will be discussed more later.
  • Robots and Turrets - These can be remote controlled, or set to fire on certain targets automatically.
  • Annoying Crap - Stuff like caging guns, anything that flings people into the air. Considered "noobish" and frowned upon by experienced combat people.

For more information, see Weapon

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.

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.

  • Shields
  • Defense Bots
  • Killing someone before they kill you

There are several different "brands" of shields to choose from. Shields are a must, and they are well worth the cost. A good shield should physically push bullets away before they reach the actual shield. Even the best shield, however, is vulnerable to tracking bullets.

Defense bots are the most advanced way of keeping alive in Second Life. Defense bots position your physical avatar underground and/or out of the sim, where it is not possible for 98% of weapons to kill them, while allowing you to play "through" the bot. I only know of two weapons that can kill someone using the "off-sim" modes of these bots, and they are not available to the public.

Most defense bots allow you to issue "Combat HUD-like" commands on people, enabling you to kill them and stay safely protected in your bot.


Non-Lethal Warfare

There are some weapons that can be used to disrupt another player without actually killing them.

  • Orbiting is the term used when one player causes another player to be flung up insanely high in the air.
  • People use "traps" to render a physical avatar unable to move.
  • "Lag-Bombs" - I don't need to explain this one...

In the area of pushes and pulls, most combatants use a device known as a "non-phys". A non-phys makes your avatar non-physical, in other words immune to being pushed or pulled. Period. A non-phys is basically a prim that you sit on, usually it becomes invisible once you sit, and you steer it around just like you are moving normally. When using a non-phys, you can pass through objects and walls.

If a non-phys is not handy and you are in danger of being orbited, just sit down on the ground somewhere.

Combat HUDs

Combat HUDs are the most powerful weapons in Second Life. These devices enable you to simply say (or click) a command, such as "kill joh", resulting in the nearest person (within 96m) with joh in their name being killed instantly - shields or no shields. Underground bots and phase devices (in a nutshell devices that make you undetectable to sensors) are the only protection against this type of combat HUD.

Combat HUDs usually offer a substantial arsenal of attacks that you can deploy, other than the standard "kill person" command. These include orbiting, "burning" people, trapping, auto-killing, etc.