[MUD-Dev] Transportation

Madrona Tree madronatree at hotmail.com
Thu Aug 31 21:34:46 CEST 2000


----- Original Message -----
From: "Ron Moore" <humano at texas.net>
To: <mud-dev at kanga.nu>
Sent: Tuesday, August 29, 2000 5:02 AM
Subject: Re: [MUD-Dev] Transportation


> For long distance travel and cargo shipment between population centers
> you can allow the option of transportation-for-hire by wagon, boat, mule
> train etc.  Have the expense proportional to distance and use a series
> of
> delayed room teleports.  Travel through dangerous areas would have a
> risk of encounters: brigands, sea monster, sand wyrm, etc. in which case
> get you get dumped out of the teleport chain until the problem is
> resolved.  The reward is a much faster trip if all goes well.

In single-player games, ideas like these work well.  In multi-player games
(or MUDs or whatever), not so much.  The major problem I see with ideas like
this (Overland Travel type ideas) comes if your game has a calendar.  If it
takes a week to drive from Seattle to Boston, and you "Overland Travel" it
in one hour, then you are less four days and 23 hours than the person next
to you who never left Boston.  May as well leave Recall and Gate in and save
yourself the headache.

Course, if a calendar isn't important to you, then my 'major problem' is
solved.  :)


Madrona Tree.



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