[MUD-Dev] Re: Family, was characters per account

Chris Lloyd crl199 at soton.ac.uk
Wed Apr 12 01:20:30 CEST 2000


Hm. Perhaps scripting is the wrong thing, here. Whilst we cannot expect
anyone to be online al the time, implementers should not be expected to
double the size of their servers to provide for this.

Perhaps, instead, we could have a _few_ ways for players to spend time when
not around. Let us say that a player is going away for a two week RL
holiday. This might be equal to two years in the game (assuming play is in
real time). He could perhaps send his character away on holiday, too, in
some way. Bubba could join the army or enlist in the militia for a while. Of
course, now the character is just another face in the masses, so no one
notices him. When the player comes back from holiday, his character has
gained a little experience and has gained himself a suit of standard-issue
armour. Perhaps some money, and perhaps 'favour points' of the city that he
was fighting for.

This would be no where near as much of a reward if the player had actually
been using his or her character for that time, but it helps explain why all
his guild mates did not see him for a while. Other ideas could include study
in an isolated library, becoming a neophyte in a large brotherhood of monks
or suchlike. We normally say, for the sake of RP, that when a character is
no online, he is deep in study somewhere or off battling monsters in a deep
dungeon where no one can meet him.





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