[MUD-Dev] There can be.. only ONE!

J C Lawrence claw at under.engr.sgi.com
Fri Apr 17 17:20:51 New Zealand Standard Time 1998

On Fri, 17 Apr 1998 15:36:38 PST8PDT 
Matt Chatterley<matt at mpc.dyn.ml.org> wrote:
> On Thu, 16 Apr 1998, J C Lawrence wrote:
>> On Wed, 15 Apr 1998 19:27:02 PST8PDT Matt
>> Chatterley<matt at mpc.dyn.ml.org> wrote: 

>> No.  Map changes derived from player base changes are
>> instantaneous.  There is no translation time from the old map to
>> the new (tho its probably worth putting the
>> check-population-count-and-remap check on a twenty minute pulse to
>> ensure that the game doesn't spend all its time flipping maps when
>> some twit writes a robot to log fake players on and off.
>> The result is that from a player perspective the world has a chance
>> of totally changing all about them every twenty minutes, but they
>> are guaranteed that *within* that 20 minute period the world will
>> remain relatively constant.  This effectively fracts the game into
>> segments each a multiple of 20 minutes long, each segment being
>> based on a new world map.

> Hmm, quite interesting. 

The intentions is to emphasise the ability of the players to adapt and 
quickly orient to become most rapidly combat ready.  In such a world a 
tightly coordinated *team* of such players would be a fearsome

Thought:  Possibility of dividing team kills among members?  Straight
division of kill count by membership poses obvious problems (I join
successful team and then go hide for the duration:  I still profit.).
Possibly divving or awarding kills among all team members within a
radius defined by the victim's score?

> The system will certainly be coordinate based, and may or may not
> use a custom client (completely undecided - the first incarnations
> will probably work with any telnet-happy thing). My next question,
> or issue to resolve relates to how to tackle placing players when
> they enter the game - from a safe room into random coordinates?

First thought: Throw the players into the game at a couple miles of
altitude.  Give them crude trajectory controls.  Have impact/landing
generally not be fatal (or if fatal, non penalising).  this gives the
new player an instant physical world context.
>> I'd be more tempted to do an equation ala:
>> The power of a newly popped weapon is inversely proportional to the
>> time remaining to the current world map _IF_ the map is due to
>> change next cycle, and is otherwise constant/pre-set.
>> The result would be that players in the final minutes of a world's
>> life would be toting planet busters, a few minutes before that a
>> few-dozen-megaton nukes, and etc on down.  This also gives the chap
>> who manages to find the "ultimate" weapon in the last 30 seconds of
>> the world-life the chance to kill *EVERYBODY* in one single trigger
>> pull.

> Yeah. Given a continuous world, and assuming I go with the
> 'basically human' players and weapons/equipment (as opposed to an
> idea which KaVir sparked - 'robot' players who collect 'add-ons'),
> I'm not sure how I'd approach this.

You're still going to grow/shrink the world with population changes?
Are those world growths going to be gradual or sudden?  You can
probably figure some way to still key that to the propulation change
>> Ahh, but older well established players who are members of
>> successful teams are ALSO anonymous to members of different
>> teams...

> Yup. Everyone should be anonymous to begin with, and in general. I
> quite like the 'account' separate from PC approach, although this
> causes problems with maintaing teams. Hmm.

Nahh.  Everybody is *ALWAYS* anonymous _except_ to members of their
own team.

Note: In reaction to Raph's recent UOL tales: Allow team members to
(optionally) have clearly visible (to all, not just team members) tags
as to their affiliation: arm bands, uniforms, body-types, floating
> Although theres nothing bad about them being targets, it would be
> 'bad' (from some points of view, I suppose) for them to be targets
> *to a greater extent* than anyone else. :)

That's why everyone is anonymous to all but team members.  The above
extra ID characteristics would make those teams that adopt them
definite identifiers, making them targets -- but some might like that
>> Yup.  What you would supply are excellent communications and
>> tactical coordination tools to encourage group efforts.

> Yeah. This would work nicely. Give them tools, let them build their
> own teams / organisations.


J C Lawrence                               Internet: claw at null.net
(Contractor)                               Internet: coder at ibm.net
---------(*)                     Internet: claw at under.engr.sgi.com
...Honourary Member of Clan McFud -- Teamer's Avenging Monolith...

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