[MUD-Dev] defeating twinking through game mechanics

J C Lawrence claw at cp.net
Mon Apr 24 16:42:20 CEST 2000


On Fri, 21 Apr 2000 09:41:02 -0400 (EDT) 
Paul Schwanz <- Enterprise Services <Paul.Schwanz at east.sun.com>> wrote:

> Along the same lines of danger, why not simply make a weopon
> inherently dangerous to the user who doesn't have the skill to
> handle it?  For example, if Bubba the newbie tries to get too
> fancy with a razor-sharp mithril mega-sword, he may accidently cut
> his own hand off.  Or if Buffy the weakling tries to load a bolt
> into her 200 lb. ultra-cool crossbow, she might end up shooting
> herself in the foot.  If you made this random, then the gamer
> might have some interesting choices to make as he gains skill.
> When he's in a tough spot, does he gamble with a really cool item
> hoping he'll have enough skill to do more damage to his foe than
> to himself?

That approach is not always self-consistent.  It works well with
objects which require significant skill to operate well at all (eg
bull whips), but not very well with weaponry that either have
internal safeguards, or which just don't lend themselves to such
abuse.

Its not difficult to increase your geographical circumference with a
mortar.  Its really much more difficult to do yourself much damage
with a grape cannon (other than standing in front of it when you
light the touch hole).

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


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