Combat system

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Revision as of 18:34, 10 December 2008 by Apachie Bachem (talk | contribs) (COMBAT SYSTEM)
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What aren't Combat Systems?

Combat systems are scripted avatar attachments, which track the health, stamina, and possibly other factors for each player in metered fights. In such fights, all combatants must each be wearing the same combat system for the fight to be properly metered. Usualy, sim rules require roleplayers to wear a particular combat system, but a few sims don't enforce a single one, leaving it up to the roleplayers to decide amongst themselves whenever the need might arise.

Some combat systems also keep track of experience points, character levels, and character stats (strength, constitution, agility, etc.); provide regulated force powers and special abilities; provide a pseudo-currency; provide a customizable, floating title above the avatar's head; provide a health gauge above the avatar; include a HUD attachment for quick access to functions and to provide information on ones state whilst one is in mouselook; etc.

Combat systems (CSs) simply provide the ability for people to engage in combat within Second Life. (This is necessary because Second Life's included "health" system is unable to be customized in a rational way and is far too easy to grief.) This is a great aid to Star Wars roleplay since, obviously, Star 'Wars' involves warfare, which usually involves combat. But like actual warfare, SWRP also involves healing and medical treatment, which can be provided by scripted combat systems but are not provided by default in SL]. Prior to the advent of combat meters, duelling with a push saber was considered the norm; however this too was open to abuse and was rendered obsolete in roleplay by the advent of RCS.

FOR MORE CLICK[ http://swrp.wikia.com/wiki/Combat_System ]