(fwd) Re: code for teleport
s001gmu at nova.wright.edu
s001gmu at nova.wright.edu
Wed Apr 8 09:54:42 CEST 1998
On Tue, 7 Apr 1998, Ben Greear wrote:
> On Tue, 7 Apr 1998 coder at ibm.net wrote:
>
> > An old post I'd meant to cross to the list but didn't:
> >
> > From: "Thomas D. Lowe" <dlowe at boxtopsoft.com>
> > Newsgroups: rec.games.mud.admin
> > Subject: Re: code for teleport
> > Date: Mon, 25 Aug 1997 18:41:38 -0500
> > Reply-To: dlowe at boxtopsoft.com
> >
> > Greg Munt wrote:
[gate spell rejection...]
> > Note on this...
> >
> > On the mud I coded and am (still) working on, we scummed an idea off of
> > Raymond E. Fiest's Riftwar trilogy. In every mage guild, there's a
> > "pattern room," with various "patterns" inside. Mages cast teleport on a
> > particular pattern (which is described by words like wavy, woven, etc. --
> > they have to figure out what goes to which) and are themselves teleported
> > to another pattern room in another guild. Since teleport is on the
> > upper-mid level range on our mud, it works out well for enabling
> > transportation to different parts of the world, without actually putting
> > them into a "zone for killing things and getting xp."
Good books... It's been a long time since I read those...
Anyway. We were planning on something along those lines... limited
teleport, between cities/mage towers. "Unlimited" gate capabilities are
fun, but can easily result in massive slaughter-fests.
> I have spells that will open a portal to another PC, and which will
> remain open for a short amount of time. It is a one-way path at mid
> levels, but higher levels can open two-way portals. I got so caught up
> in the coding that I didn't think too much about what this would do to
> game play. However, I don't see it as disasterous....
Heh... famous last words. ;) Seriosuly, though, we had a 'gate' spell on
EoD, way back when. I beleive it had to target a person. The version of
DIKU that we used as our base had it coded so that if you put in a bum
name, it opened a bum gate (heck, it'd sometimes do that anyway, if you
didn't quite make that roll... >:-). Walking through the bum gate
resulted in a very quickly dead character, with no corpse to go retrieve.
A favorite use of this was in combination with a charm spell...
> Charm bubba
Bubba looks at you and smiles.
Bubba now follows you.
>cast gate hell
An unstable looking gate opens.
>say 'buh-bye bubba'
You say, "buh-bye bubba"
>order bubba enter gate
Bubba walks into an unstable looking gate.
Bubba screams in agony as his body disintigrates.
Bubba no longer follows you.
>chuckle
You chuckle.
Bubba tells you, "Grumble... yer goin down!"
heheheh. Another popular one was charming a big, NASTY, aggresive mob,
gating to a newbie area, and ordering the mob through, then closing the
gate... Tiamat wandered the hallowed halls of the smurf village many a
time.
I have to say that the game changed a lot when gate was removed... people
leveled slower, and it made the world seem a lot larger. The world looses
scale rapidly if you can just gate to the mobs you need, slaughter them,
and then gate home in time for tea.
I dislike "unlimited" gate spells... at least the cheap ones. If it is
unlimited, it should be TERRIBLY expensive (like, mages should only want
to do it once in a LONG while). Restricted gate, however, is nice, and if
used right, can keep players quite broke and always lookin for money. :)
I recall discussing a similar thread late last year, in the context of the
size of the mud world, and how hostile it is to the PCs.
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