[MUD-Dev] Re: MUD-Dev digest, Vol 1 #142 - 4 msgs

Wes Connell wconnell at adhesive.com
Wed Aug 25 12:57:30 CEST 1999


On Tue, 24 Aug 1999, Koster, Raph wrote:

> Don't know where the subject line went on this one...

I don't even know where it came from! Thats what I get for coming back to
the list after a 2 month vacation. =]

Anyways, more ideas. 

We are trying to create a simulation right? Then why bother with making
actual complex ecologies...why not just give the illusion of a complex
ecology? Example: When Captian Bubba hops in the flight SIMULATOR he is
given the illusion of flight through a hydralic mounted pod and a 2-d
screen.

Using a mud base that uses resets we can easily give this illusion.
Another Example: In an area there is a group of trolls and a bunch of
deer. If either the trolls or players (most likely) kill off the deer then
the deer reset dies for a RL day or so. This then triggers the troll reset
to die off as well. Simple.

To make things more interesting, the troll reset could be given to another
area structure. Possibly a neighboring area which has more food.

This gives us the illusion of 3 things.
1) Population deaths.
2) Population migration.
3) Possible town invasions by predators.

All with a few hours of hacking.
Of course you could argue that players could then somewhat direct
predators to the locations they desire. I say why not? Don't we do that in
RL?

Wes!
wconnell at adhesive.com
Those who do not understand Unix are condemned to reinvent it, poorly.
		-- Henry Spencer




_______________________________________________
MUD-Dev maillist  -  MUD-Dev at kanga.nu
http://www.kanga.nu/lists/listinfo/mud-dev



More information about the mud-dev-archive mailing list