[MUD-Dev] Geometric content generation

Brian Hook bwh at wksoftware.com
Mon Oct 1 20:07:42 New Zealand Daylight Time 2001

At 11:06 AM 10/1/01 +0200, Hans Henrik St=E6rfeldt wrote:

> If you limit the game to one character pr. IP number, then I guess
> that I cannot invite people over to my flat and play your game
> since we're all going to share an IP through my NAT :-(

No, that wouldn't be the case.  One ship per character, one
character per server.  The limitation would be based on the account.

> Besides, the whole point of the thought experiment was that since
> you focus on the imposibility of being both an exellent trader and
> an exellent fighter, I try to show you how people are going to try
> and circumvent this limitation. The travellers will be perfect
> 'friends', since it will be the same person controlling them.

It is impossible to _simultaneously_ be an excellent trader and an
excellent fighter.  You can be both, just not at the same time.  And
I think it's COOL that you can be both.

> His fighter-ace character will defend all the ships, so they won't
> be defenceless, and the mule-trader character(s) will make sure
> they gain a profit. In short they will gain the expert trade skill
> as well as the expert fighter skill.

I'm not quite sure what you're saying here.  If this is two separate
characters on two different accounts on the same server, then even
if it's a single player the characters are still operating in the
spirit of the game -- cooperating while maximizing their
specialities.  Separate characters currently aren't possible, so
that type of passive muling isn't possible.  And you definitely
can't have multiple characters logged in simultaneously on a single


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