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21765: RE: Re[2]: [MUD-Dev] Economy
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From: "Koster, Raph" <rkoster@soe.sony.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Wed, 12 Dec 2001 15:21:49 -0800
Organization: Kanga.Nu
> -----Original Message-----
> From: Travis Casey
> And now for some semi-insane, possibly demented, quite probably
> unworkable, ideas:
...
> - Have different classes advance in different ways. For example,
> in the paper RPGs Bushido and Fantasy Wargaming, there are
> multiple types of experience points. Killing things gets XP that
> can raise your level as a warrior; doing magic gets XP that can
> raise your level as a wizard; and so on.
> This leads to the question: What should smiths, tailors,
> merchants, etc. get their "type" of XP for? Here's more
> semi-insane answers:
> - Questing. You could have smith's quests, tailor's quests,
> whatever's quests.[snip] - Use. Imagine a smith getting XP every
> time someone uses one of his/her swords to kill something. [snip]
> - Sales. Take the old D&D viewpoint -- you get XP for making money.[snip]
This is how SWG's advancement works, in fact. A bunch of XP types,
and we've got a few more things that grant XP beyond the three you
listed. You pay the earned XP to purchase a skill box
-Raph
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