[MUD-Dev] banning the sale of items
Kian Wilcox
Kian_Wilcox at concordacademy.org
Tue Apr 18 15:23:56 CEST 2000
>>Subject: Re: [MUD-Dev] banning the sale of items
>>From: "Tess Lowe" <tess#havensong,com>
>>Date: Sun, 16 Apr 2000 23:59:18 +0100
>>
>>Personally I would like to see a level playing field where skill and
talent
>>decided who rose to the top of the tree
Something akin to this already exists, though not in MUD form. Quake?
Though at least right now partial
dominance in Quake-like games can be acheived through superior connection
speeds, I can see in maybe
five years (a liberal estimate on how long it might take to design, fund,
and implement a MUD using a
combat system similar in aspects to quake) that this will likely not be
such a large issue. On the other
hand, you could use a system similar to numerous fighting games currently
on the market for combat...
Say, Bushido Blade or Soul Calibur, depending on how much you care about
realism. Both of these options
partly solve the problems of time vs. money. They might also give players
who have limited amounts of
time to play a satisfying game experience. The main problem that comes to
mind right now would be how
to make this type of game less 'twitchy', and more strategy and wits. Any
ideas?
-Kian Wilcox
P.S. I haven't yet managed to get all the way through '97 archives after
reading the april archives here,
so I don't know if this has been discussed already or not. If it hasn't,
I'd love to get more specific, if
people find the topic interesting.
_______________________________________________
MUD-Dev mailing list
MUD-Dev at kanga.nu
http://www.kanga.nu/lists/listinfo/mud-dev
More information about the mud-dev-archive
mailing list