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15437: Re: [MUD-Dev] Reputation & Trust Circles [was UO rants]

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From: Paul Schwanz - Enterprise Services <Paul.Schwanz@east.sun.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Mon, 28 Aug 2000 13:28:24 -0400 (EDT)
Organization: Kanga.Nu
> From: "Ben" <bjchambers@phoenixdsl.com>

> "Paul Schwanz - Enterprise Services" <Paul.Schwanz@east.sun.com>
> >
> > > From: "Ben" <bjchambers@phoenixdsl.com>
> >
> > > The only possible way of making the whole thing work is having a more
> > > complex system.  Picking up something a monster threw on the ground,
> would
> > > not constitute bad. Picking up something someone dropped when they died
> > > would.  There would have to be a way of distinguishing this.  The action
> of
> > > picking something up, would only be bad if certain things were true
> about
> > > what was being picked up, and who was doing the picking up.  This would
> > > require more in-depth programming, but would in the end result in much
> more
> > > realism.  But you then make a choice... is something still known to have
> > > happened, if no one was there to see it???
> > >
> > >
> >
> > We have forensics and such to address this very thing in real life.  It is
> often
> > possible for an action to become known apart from eyewitness accounts, but
> based
> > on physical evidence.  Of course, modeling a forensic skill and some form
> of
> > physical evidence then requires even more in-depth programming.
> >
> > --Phinehas
> >
> 
> True, but the thing is, if they are still fighting with swords, they
> wouldn't have much of a forensic science to start with.
> 
> 

Forensics doesn not have to be limited to hair fibers and DNA.  Even in medieval 
times, things such a hoofprints, blood, unique items or other types of physical 
evidence could help finger the perpetrator.  And of course, a fantasy world with 
magic opens up all types of extraordinary methods for determining guilt without 
an eyewitness.

--Phinehas

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