[MUD-Dev] better usage through mechanics [from: CGDC dinner]

Ola Fosheim Grøstad <olag@ifi.uio.no> Ola Fosheim Grøstad <olag@ifi.uio.no>
Wed Mar 22 01:20:13 New Zealand Daylight Time 2000

Joel Kelso wrote:
> Despite this, a few of the test players were in the habit of connecting
> every half-hour or so and waiting for his energy level to go up by 0.1
> so they
> could perform a move (there was a war on) ... I guess there's a balance
> here
> between rewarding enthusiastic players and penalising players with
> limited
> time to devote.

Just some thoughts...

You could of course use a thresholding technique (use an internal
accumulator and release all the energy once the threshold is crossed). 
You could also let players withdraw energy for emergencies, but give
awful pay back rates (takes N times longer to regenerate). A more fun
option is to make "low energy" being risky (more bad luck, inability to
take advantage of opportunities, no selfrepair / maintenance etc).


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