[Home] [Groups] - Message: [Prev in Group] [Next in Group]
23791: Re: [MUD-Dev] People were talking about resets..
[Full Header] [Plain Text]
From: shren <shren@io.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Tue, 14 May 2002 06:00:18 -0500 (CDT)
References: [1]
Organization: Kanga.Nu
On Sat, 11 May 2002, Arnau Rosselló Castelló wrote:
> I think that if you put generators, players will simple kill all
> wandering critters and then camp the generator. One solution to
> this is make the 0 generators invisible and make them "flee" from
> players(of course they shouldn't 0 know the direction or even that
> it is gone), so while they could spawn 0 sometimes in front of
> them("you see a rabit jumping out from the bushes"), they 0 could
> not camp them effectively.
Invisible generators really just is spawning with a different name.
If you're trying to be both ecology-like and avoid extinction, just
tie the birth rate to the inverse of the population. If you have
10,000 critters, then they only give birth to one critter a day,
while if you are down to 50 critters, they have a far greater birth
rate. It's not particularly realistic for non-sentient species, but
some aspects of realism don't make for a good game.
--
x http://www.shren.net
xxx
x "The Ancients were pretty clever with counterweights."
_______________________________________________
MUD-Dev mailing list
MUD-Dev@kanga.nu
https://www.kanga.nu/lists/listinfo/mud-dev