[MUD-Dev] Re: [DESIGN] To kill or not to kill?
wildman at microserve.net
Wed Oct 7 15:18:02 New Zealand Daylight Time 1998
On Wed, 7 Oct 1998 Michael.Willey at abnamro.com wrote:
> Hmm. Assume that the quest engine is not meant
> to be responsible for every subplot, but instead
> represents "special requests from No. 1". (They
> could even come in via the *red phone*) The
*nog nog nog nog* That's exactly what I had in mind.
> markers might not always be tangible, but warden's
> control of it should have some tangible effect
> (because your entries into the quest engine database
> are careful to avoid markers with no measurable
> effect.) If the effect can be seen at the end of
> a specified time period, then the engine can assume
> that the wardens have won. If not, then the wardens
> have lost. The successes of these engine run subplots
> are likely representative of the overall control
> that the wardens retain over the prisoners.
> In that way, the control of the wardens over the
> prisoners isn't measured directly, but through a
> representative sample. If No. 2 isn't keeping
> effective control over his prisoners, that will
> show up in his failures to complete the assigned
> goals. The threat of elimination should inspire
> him to take control, thereby creating his own subplots
> (that should take care of the intangibles that
> your engine can't measure).
> I'm assuming here that No. 2 is a playable role,
> and the highest position to which a warden can aspire.
I had originally envisioned otherwise, but soon realized it is the best
carrot to offer.
> It's also the most tenuous position in the game.
> I'd suggest a slight break from the show at this
> point - I'd promote wardens from within the ranks
> of players, when the new No. 2 was apparently brought
> from the outside world. Not only does this give
> your wardens an Easter Egg to strive for, it also
> gives them half a chance to survive in that spot,
> since they'll be familiar with the Village and have
> their own social network built up.
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