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[MUD-Dev] Re: skill system



At 07:00 PM 6/10/98 -0500, Koster, Raph wrote:
>>    ]consider bubba
>>    You've no idea how good Bubba is in a fight.
>> 
>> Now imagine you try again later, after watching Bubba dispatch a few
>> goblins:
>> 
>>    ]consider bubba
>>    Bubba is pretty good at fighting, but you think you could probably
>> beat him.
>> 
>> So you try and kill Bubba...the trouble is he was using his rusty old
>> dagger
>> against the goblins, but when you attack he pulls out the dreaded
>> Katana of
>> Castration and almost kills you.  Later you consider him again:
>> 
>>    ]consider bubba
>>    Bubba would slaughter you in a fight!
>> 
>> This could be added into my recognition code quite easily, ... [snip]
>> 
>I hate to ask, but how on earth do you guys manage to store all that
>data? :)

I could see keeping a list of "enemies" tied to each character: how have
you done vs. monster type <x> and against PC/NPC <y> in the past.  Given a
UID for each PC/NPC/monster type, and a numeric rating, it might not be
_too_ much data (you could limit it to storing the most recent n enemies,
where n increases with character power, or something).  This could easily
be tied in witha  personal name-space, and could give you neat messages like 

There is a hobbit here.  You grin as you think of all the hobbits you have
slain in the past.

or
 
Bubba is here.  Your legs go weak remembering how completely he has
trounced you in the past.

OTOH, one thing I don't know how to measure is how many fights you've
"watched", and how that would affect your ability to "consider"
someone/thing.  


--

Mike Sellers       Chief Creative Officer       The Big Network
mike#bignetwork,com                  
<http://www.bignetwork.com/>http://www.bignetwork.com

                       Fun   Is   Good  




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