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7520: [MUD-Dev] Re: let's call it a spellcraft
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From: "S. Patrick Gallaty" <patrick@gric.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Mon, 28 Sep 1998 10:19:40 -0700
Organization: Kanga.Nu
Something I did once with another wizard that might amuse you -
way back in the bad old days of LPMud 1.x, I wrote a mage guild
(The Temple of the Green Sun), and a while later - another wizard
wrote a guild of warlocks called "The Furies".
We decided to make them competitive, and to facilitate this we did
a lot of things (such as the ability to sacrifice each opposing guild's
members corpses etc.) - but one of the most interesting projects was that
each guild would have mini-quests which upon completion would raise both
the maximum mana and mana regeneration rate of all of the members
of whichever guild had done their version of the mini-quest.
Thus the two guilds were at one another's throat pretty much
constantly, and there was a great deal of animosity and struggle.
I had strongly considered putting in a location based mana system
where mana was a finite supply that was drained by big use.
I like the idea, I'd be interested in seeing it.
-----Original Message-----
From: Vadim Tkachenko <vt@freehold.crocodile.org>
To: mud-dev@kanga.nu <mud-dev@kanga.nu>
Date: Friday, 25 September, 1998 19:40
Subject: [MUD-Dev] Re: let's call it a spellcraft
>Niklas Elmqvist wrote:
>
>[skipped]
>> Of course, this kind of balancing system almost *requires* that we use a
>> fixed-spell system (that is, a system where the spells are defined by the
>> admins instead of created by the players) -- otherwise, it is very hard
>> for the server to determine that two very different spell snippets might
>> do the same thing, and thus reduce the efficiency of the spell. (You could
>> do some kind of calculation on the required power "types" for spells,
>> though... Such as many people using spells requiring Fire, and
>> consequently, the efficiency of fire spells are reduced.)
>
>Here the world balance comes into play - you have the total amount of
>magic energy constant (to be exact, depending on the number of players)
>and make a process of acquiring the needed power proportionally
>difficult. Also, the old theme about god's energetics comes around ;-)
>
>> -- Niklas Elmqvist (d97elm@dtek.chalmers.se) ----------------------
>
>--
>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
>
>--
>MUD-Dev: Advancing an unrealised future.
>
>