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6868: [MUD-Dev] Re:Methods to Reduce Ecological Wipeout
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From: Michael.Willey@abnamro.com
Newsgroups: nu.kanga.list.mud-dev
Date: Wed, 12 Aug 1998 09:08:57 -0500
Organization: Kanga.Nu
____________________Reply Separator____________________
Subject: [MUD-Dev] Methods to Reduce Ecological Wipeout
Author: mud-dev@kanga.nu ("Leach, Brad BA"
<Leach.Brad.BA@bhp.com.au>)
Date: 8/12/98 4:26 AM
>Greetings,
>
>From what I have read, it seems UOL faced problems in the past of
>ecological wipeout due to the lack of "repop'ing" mobs. What methods,
>and how successful were these methods, in reversing this?
>
>Does anyone have any suggestions to cope with this problem for other
>muds?
>
>Although I haven't spent days thinking about this issue, it seems
>there could be a few "hack-ish" ways to get around this (based on
>some loop hole in the theme of the mud). Huge birthrates is one
>option, although I dont particulary like this method. Intervention
>from "The Gods" is another method (i.e. simulated repop - a method
>I don't really like either).
>
>Any comments or suggestions?
I've been thinking over this very question myself lately, and
I've come up with a method that I think is worth playing
around with: figuring the birthrate not as a static thing,
but as inversely proportional to the current population,
centered around an ideal population figure. This has at least
some basis in real ecological systems, as animal reproductive
rates frequently rise and fall in relation to food supply.
I don't think any solution outside of outright intervention
(whether by "the Gods" or inside the code) will *prevent*
extinction, especially when a group of players makes genocide
their goal, but I hope this will at least help protect against
the casual mass-slaughter. Some degree of pack instinct
(hide/protect the breeding females at all costs!) in
creature's behavior will protect against extinction even more,
I'm sure.
Has anybody implemented something like this? How well does it
work? Have you come across unexpected problems?
-Mike