Cowboy Bebop: Space Cowboy is one of the most innovative muds 
I've seen of late.  Using the base SWR code, the Imm coders have 
really made it their own, adding in a new -active- fighting system, 
a great space combat program, RP player interaction, and a variety 
of different skill classes, letting the player become whatever their 
heart desires.  
The new fight-system requires fights to be much more strategy-
oriented, and even simple skills like 'track' and 'snipe' can be put 
to good use.  Also, weapons work differently on different mobs and 
players, forcing mudders to strategize when going in for a PK.
Parts of the fighting system include:  
- adrenaline ('Your blood is pounding too hard to quit!')
- single-round combat ('attack'/'circle'/'punch'/'kick' every round 
versus 'kill')
- specific lagtimes for each weapon (for instance, pistols have a 
shorter lag time than rifles, and knives even shorter than that)
The space combat is also superb, a major fix on SWR's space 
combat.  It also has specific lag-times, and Imms are working on 
implementing an adrenaline formula for the players firing the 
weapon.
The best part of the mud is, truly, the player interaction.  The mud 
has a steady playerbase of 18 - 25 returning players, plus a constant 
influx of new people.  True, while CB:SC's playerbase isn't 
extraordinarily large, it benefits from this, as newer players don't 
come feeling completely overwhelmed at the player-size. The elder 
players go out of their way to help the new players and insert them 
into the big happy 'Space Cowboy' group, where they're happily
welcomed.  
Even if IC, two syndicate leaders profess utter hatred for one 
another, they're likely to be great friends OOC.  As such, IC 
problems rarely if ever become OOC problems, and if they do, an Imm 
is on hand to patch the whole situation up (with giant killer attack 
corgis named Ein, if the need's great enough).  
Something I rarely see in muds, and was glad to see in this one, is 
the frequency of the Imms on CB:SC.   They're usually on for most if 
not all of an EST day (7am - 12am), giving them plenty of time to 
constantly tweak the mud and be there to settle disputes, start up 
quests, RPs, etc... If a player spots a bug, it'll likely be fixed
within 5 minutes of telling an Imm.  Also, the immortals love 
feedback and ideas, and quite a few player ideas end up becoming the
mud's next big thing.
To wrap up my rambling, I'll talk about the wonderfully diverse 
and different classes of CB:SC.  Sticking true to the nature of the 
Cowboy Bebop show, all the classes are CB based.  Feel an itch 
for crime?  Go join one of the two syndicates, RDS or WTS (this mud's 
version of a clan), or become a thief, perfecting your stealing 
and hijacking skill to the max and making everyone mad at you.  
Tired of getting stolen from?  Join ISSP, and post a bounty on that 
stinking little thief's head.  Have your combat skills to the max,
but are severely lacking cash?  Join RBH, and get lots of money for 
killing thieves ISSP's posted bounties on!  Have a hankering for 
making armor, weapons, drugs, and containers and selling them at 
higher prices to get money?  Join GLM, get discounts on engineering 
things, and rob everyone of their hard-earned money--the legal way!
The best part about these different classes?  They all intermingle, 
so for a month, you can decide to be a merchant, then jump over to 
the life of crime and become the leader of RDS, then have a change of 
heart and become ISSP.  The classes are varied enough so if a player 
becomes bored of one, they can easily choose a different track to 
hold their interest.
All in all, Cowboy Bebop: Space Cowboy was, and continues to be a
great experience for me.  Come join today, and endure the madness
and the fun!
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