[MUD-Dev] UO rants
Paul Schwanz - Enterprise Services
Paul.Schwanz at east.sun.com
Mon Aug 28 13:13:13 CEST 2000
> From: "Koster, Raph" <rkoster at verant.com>
> > -----Original Message-----
> > From: mud-dev-admin at kanga.nu
> > [mailto:mud-dev-admin at kanga.nu]On Behalf Of
> > Brad Wyble
> > Sent: Friday, July 10, 2893 5:44 PM
> > To: mud-dev at kanga.nu
> > Subject: Re: [MUD-Dev] UO rants
>
> > Maybe I've missed it, but I haven't seen people discussing
> > the recent UO
> > solution to PVP consent, namely by geography.
>
> Perhaps the oldest solution to PvP--safe areas. Or conversely, arenas. :) No
> offense, but I suspect it will seem old hat to most on this list, as they
> come from a text mud background by and large.
I'm still waiting for dynamic territories in which safety is more a matter of
in-game methods for ensuring peace for citizens. Instead of hard-coded
boundaries ("I'm on the east side. I'm on the west side. I'm on the..")
territory could be handled by fortresses from which patrols of NPC/PC guards
ventured forth to protect citizens. Or perhaps a King's highway could be built
with guard houses spaced an appropriate distance apart. The rulers of the realm
tax the citizens so that they may provide this sort of defense. If they do a
good job of expanding territory and providing security, then they may stay in
power. If they tax too high and mismanage, they will not.
This would definitely not be old hat.
--Phinehas
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