[MUD-Dev] Re: There can be.. only ONE! (fwd)
matt at mpc.dyn.ml.org
Sat May 2 16:38:41 New Zealand Standard Time 1998
On Fri, 1 May 1998, Ling wrote:
> With regard to capturing rather than killing nmes:
> Disregarding social(able) muds for a while - there is very little real
> point in
> capturing a member of the opposition because: there are no conventions
> like in real wars (of the 'legal variety'); it only wastes the captive
> person's time (respawn seems guarenteed) - waste 30 minutes of pretending
> to be weak or waste 10 minutes re-equiping... ; and if I was captured, I'd
> commit suicide and respawn back in (bite hard on that fake molar or
Yeah. Theres not much point in it from this point of view; you're quite
correct. If it were a roleplaying game.. yes, but for a PK/destruction
based game, nope, no point at all.
> Perhaps you could give an incentive to capturing by imbuing characters
> with information which might be valuable to opposing teams (like knowing
> the last location of some of his team - maybe the current objectives (hard
> to put in) and the last few communiques). This kinda thing sort of
> filters back into distinction of character and player entities...
However.. if we allow extraction of something useful (equipment,
particularly communication based stuff, etc), and perhaps 'innate'
information (such as randomly giving out the location of a couple of team
Of course, in a 'ratings' based environment, capturing someone might allow
you to set up a spectacular kill..
"You may say I'm a dreamer, but I'm not the only one.." -John Lennon (Imagine)
MUD-Dev: Advancing an unrealised future.
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