[MUD-Dev] Re: Family, was characters per account
Phillip Lenhardt
philen at ans.net
Tue Apr 11 13:45:45 CEST 2000
On Tue, Apr 11, 2000 at 05:55:59AM +0000, Matthew Mihaly wrote:
> On Tue, 11 Apr 2000, Kevin Littlejohn wrote:
>
> > There's an answer of sorts to the issue of complexity in scripting. That's
> > to provide a really solid scripting engine in-game, and allow players to
> > code what their character will do while they're not logged in. This is the
> > path we're taking - I'm envisaging a trade in "really good AI scripts"
> > somewhere down the line.
> >
> > In some ways this increases the problems with advancement by practice, etc
> > - really encourages scripting killing the bunnies to gain xp, that sort of
> > thing - but in other ways, it might actually decrease it - _everyone_ will
> > be scripted while they're logged out, so it kinda evens the playing field.
> > Anyone got any theories on what wins out?
>
> Be careful about this. You risk making success depend too much on
> programming skills. You could make the scripting language very simple, but
> then it lacks power, and there is likely to be a lot more of the golden
> path (in which case you may as well not bother having htem script the
> golden path...just have their characters do it automatically).
But suppose that every script a player writes is available to everyone
else (which obviously precludes the "script trade" economy). Then having a
"killer script" is at best a momentary advantage.
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