[MUD-Dev] thoughts on game economies
Adam Wiggins
adam at angel.com
Mon Jun 14 12:18:25 CEST 1999
On Mon, 14 Jun 1999, Albert wrote:
> < snip stuff about luxury items not being wanted >
>
> Maybe add a morale or comfort rating to every character.
> Wearing a new fur coat, for example, would boost your
> comfort rating more than some dirty old cloak. The benefits
> of this rating could be hidden, similar to luck, with occassional
> extreme benefits. It could prevent some cases of aggressive
> mobs attacking on sight, slightly increase your chances of
> hitting a mob (If I feel well, then I'll probably fight well), etc.
> I tossed around this idea awhile ago, in order to account for
> numerous things that would have no direct effect on a
> character, such as visiting a brothel (gasp!) or a public bath.
> I remember the game Shadows over Riva did something
> similar to this. Comments?
Dunno about "Shadows", but a little shareware RPG I wrote many a moon
ago had something I called "Spirit". I used this as a catch-all that
covered food, sleep, and general morale. Eating improved spirit;
eating a nice meal improved it much more. Sleeping improved spirit;
sleeping in a nice inn improved it much more. Stay warm and it improves;
wear a fancy, extremely comfortable cloak and it improves much more.
Win a close battle and it improves. Loose a battle where you had the
obvious advantage and it decreases. And, of course, it simply decreases
over time.
There was a limit that any one method of increasing spirit could do for
you, simply because you could only eat so much, only sleep so much, only
be so comfortable, etc.
The stat itself was a multiplier to every dice roll, including chance to hit,
chance to damage, chance to parry incoming blows, chance to cast a spell
succesfully, etc etc. So it affected everything you did VERY strongly,
thus motivating the player to go for the luxuries.
Adam W.
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