[MUD-Dev] Biosystems (was Fair/Unfair? Scenarios)

J C Lawrence claw at cp.net
Thu Dec 16 16:33:23 CET 1999


On Fri, 10 Dec 1999 16:09:52 -0800 (PST) 
Marc Hernandez <marc at ias.jb.com> wrote:

> On Thu, 9 Dec 1999, Dundee wrote:

> Faking is certainly good when you have a commercial deadline or
> somesuch, but this is MUD-DEV.  Who knows what can be accomplished
> with more complete simulations?

Ahem.  Let's not take ourselves too seriously, Okay?  

While this is MUD-Dev, and we do tend to stretch the limits of
conceivability and infinitely distant possibility far more often
than we probably should, that doesn't mean we also can't just trot
out, discuss, and implement nice, safe, well known and
unimaginatively workable solutions that just do the job cheaply and
efficiently.

> People have talked about worldplay situations that could come
> about, dragons being forced south etc.  But in order to get these
> types of interactions, who knows how deep the sim would have to
> be.  I admit, part of this comes from an 'explorer' personality.
> Repoping areas is the antithesis of this.  To be able to do
> science on the world while it was running would be fun.  

Yes, quite.  This is a pet interest of mine that I've had to abandon
in the face of bandwidth concerns (specifically the whole
time-travel concept just doesn't work without an order or two of
magnitude increase in mass storage bandwidth).

> There have been other things put forth like a complete alchemist
> system (or was that on another board/newsgroup?).

It came up here at least once, but I'm definitely interested in any
other forums that discuss such.

--
J C Lawrence                              Internet: claw at kanga.nu
----------(*)                            Internet: coder at kanga.nu
...Honorary Member of Clan McFud -- Teamer's Avenging Monolith...


_______________________________________________
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