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20988: RE: [MUD-Dev] Geometric content generation

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From: Brian Hook <public@pyrogon.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Mon, 08 Oct 2001 17:16:21 -0700
References: [1]
Organization: Kanga.Nu
Derek Licciardi:
 
> Consider the bike riding analogy.  Before you learn it is
> difficult. Once you learn to do it, you can learn tricks and such.
> If you put the bike down and don't ride for years, atrophy will
> set in, though the minute you pick up the skill again you should
> be able to get to 90% of you max skill attained, in pretty short
> order.  This would prevent the player from training everything and
> your balancing point would be how fast atrophy sets in and how
> fast a player can recover the lost skill points when they need the
> skill.  Not sure it will work everywhere, but it is a basis for
> thought.

This is actually a very good way of looking at it.  Instead of just
ratcheting, it may make sense to use a combination of accelerated
"relearning" and ratcheting.  Then you could have the retired
fighter pilot who's a trader, then gets his butt kicked, whips out
the old fighter craft, trains for a while, then goes after his
enemy.  Just like in a movie =)

Brian
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