[MUD-Dev] Geometric content generation

Brian Hook bwh at wksoftware.com
Fri Sep 28 20:01:13 New Zealand Standard Time 2001

At 11:07 AM 9/28/01 +0200, Hans Henrik St=E6rfeldt wrote:

> Muling comes in many forms. If you prevent players from exchanging
> goods/funds as well, i can see your system working.

Players will be able to exchange funds and goods, however one key
element is that players can have only one character.  The primary
reason for this is that you never really make an unalterable choice
during your character's evolution -- you can stop being a trader and
become a fighter pilot if you'd like, with no real negative hit.
The typical reason to have multiple characters per game are to A.) 
experiment with different play styles and B.) have mules =3D)

> However, i see no problem in someone writing a 'keep close'
> network sniffer that controls N-1 utterly defenseless ships with
> expert trader-mules. Then let it be controlled by the real
> crack-shot ace in his fighter. When the goods are sold, by the
> expert mule traders, the funds/resources is transferred to the
> fighterpilot.

The problem is that those expert mule traders will have to be
friends (due to the one ship/character per server limit), and even
if they weren't, trading involves traveling to places where you're
going to be attacked (if you want it to be profitable at least).
Being defenseless is a bad idea in such cases. =3D)


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