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29413: RE: [MUD-Dev] Character Restraint & Capture.
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From: Daniel.Harman@barclayscapital.com
Newsgroups: nu.kanga.list.mud-dev
Date: Thu, 11 Mar 2004 10:11:58 -0000
Organization: Kanga.Nu
From: Damion Schubert [mailto:ubiq@zenofdesign.com]
> From: Paul Schwanz
>> *boggle back* And you couldn't figure out a way keep that from
>> happening?!? Perhaps the guards don't kill you withing the first
>> 30 minutes. Rather, they just "escort" you off the city's
>> territory. You seem to be confusing poor implementations with
>> poor concepts.
> Then you get a system where the guards stand by and watch the
> interlopers butcher, harass, mudrape their citizens. Then you
> have to code special rules to allow the guildmaster to deal with
> players who are an imminent threat. (After all, what good is
> justice unless it is swift, eh?) Before you know it, you have one
> really nasty batch of code. And players will still find holes in
> it.
> If there's one thing I believe strongly in, it's that simple
> systems are the way to go in MMPS. Attempting to go into too much
> depth will always bite you in the rear, as the sheer number of
> possible interactions of all these systems and how players find to
> screw with them will provide plenty of depth (and coding
> headaches) on their own.
How about this. When a player is labelled an outlaw in a territory,
he is immediately dumped outside said territory. Simple enough and
it solves the gankage issue. If he's dumb enough to go back in then
he gets to die :)
Perhaps there's a flaw here, but its not obvious to me at the
moment...
Dan
y
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