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6021: Re: [MUD-Dev] There can be.. only ONE!

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From: Vadim Tkachenko <vt@freehold.crocodile.org>
Newsgroups: nu.kanga.list.mud-dev
Date: Wed, 15 Apr 1998 21:18:48 -0500
References: [1]
Organization: Kanga.Nu
J C Lawrence wrote:
> 
> On Wed, 15 Apr 1998 11:26:45 PST8PDT
> Richard Woolcock<KaVir@dial.pipex.com> wrote:
> 
> > J C Lawrence wrote:
> >> On Sat, 11 Apr 1998 18:26:30 PST8PDT Matt
> >> Chatterley<matt@mpc.dyn.ml.org> wrote:

[skipped]

> Idea: Any death causes the surrounding area for a radius which is a
> function of the kill/death ratio of the newly dead to be remapped to
> the map of a world distant (player-count distant) inversely
> proportional to the time since the last remapping.  Thus, killing a
> successful character causes a very large portion of the surrounding
> world to suddenly change.  The sooner you kill him after the last
> world-wide reset, the more alien the map in the changed area will be
> (actually its really only a randomity function, not a delta, but hey).

What about making the change proportional to the power level of the
killed character? It doesn't quite apply to your model, because it's
already dynamic enough, but think about this in the typical more static
world:

"And he fell dead, and the grief of nature was so deep, that the
surrounding mountains shattered and became the plains, and where the
plains were, now lie the lakes, and there's a hill at the place he died"

> Lambert's comment of using DOOM or Quake wad files also seems
> pertinent here.

Doesn't it apply only to the graphical client? I hardly imagine the text
MUD operating with the Doom files, except probably for the spatial
dimensions and toppology.

> J C Lawrence

--
Still alive and smile stays on,
Vadim Tkachenko <vt@freehold.crocodile.org>
--
UNIX _is_ user friendly, he's just very picky about who his friends are