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2953: Re: [MUD-Dev] Graphic MUDS/Ultima Online
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From: clawrenc@cup.hp.com
Newsgroups: nu.kanga.list.mud-dev
Date: Tue, 12 Aug 97 16:10:45 -0700
References: [1]
Organization: Kanga.Nu
In <c=US%a=_%p=EA%l=MOLACH-970805184845Z-15089@molach.origin.ea.com>,
on 08/05/97
at 07:17 PM, "Koster, Raph" <rkoster@origin.ea.com> said:
>This is what we do in UO. We track raw materials and even abstract
>qualities (spookiness, for example, there's only a fixed amount of
>spooky stuff in the world). and have a fixed total in the world
>(well, fixed except that it increases as playerbase increases). We
>call these "resources" and we also base our AI on them.
This presents an interesting idea:
Various players are doing their player stuff dealing with various
spooky items.
Bubba summons a massively spooky demon.
All the spooky items immediately/gradually dissappear from about the
other players?
I've been beating my head against this sort of null-sum game
limitation in some of my ecology/economy models I've been messing with
(see recent posts). The result was to keep the zero sum, but to make
the total quantity elastic. It will tend towards a set value, but can
and will deviate as the game pushes and pulls at it, with increasing
deviation becoming incresingly difficult/expensive (eg the quotas for
particle manufacture increase).
--
J C Lawrence Internet: claw@null.net
(Contractor) Internet: coder@ibm.net
---------------(*) Internet: clawrenc@cup.hp.com
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