[MUD-Dev] Player Manipulation of Environment
Hans-Henrik Staerfeldt
hhs at cbs.dtu.dk
Thu Dec 6 15:32:30 CET 2001
On Wed, 5 Dec 2001, Ling Lo wrote:
> On Tue, 4 Dec 2001, Hans-Henrik Staerfeldt wrote:
>> On Mon, 3 Dec 2001, Paul Schwanz wrote:
>>> Jasper McChesney wrote:
>>>> Paul Schwanz wrote:
>> I think that you simply need more genes to make your point better.
>> A damage gene.
>> A extra attack gene (bite, etc).
>> A speed gene.
>> An agressive gene.
>> A flee gene.
>> A size gene.
>> A magic gene for spell XX.
>> A weaponuser gene.
>> A item gene (example; carries a sword).
>> A magic resistance gene.
>> A good hide gene (armor+price).
>> I would say that for this to work, they should not be excluding
>> eachother (at least not all).
> There ought to be associated development and maintenance cost for
> each of these. Developing an extra head to bite costs time and
> energy and more again to maintain that extra chunk of biomass.
In a hack'n'slash game i'd simply let it 'cost' the rabbit that it
became more worth for the players to kill it. Let the players _be_
the preassure on the population (since thats the way it is anyway).
Hans Henrik Stærfeldt | bombman at diku.dk | work: hhs at cbs.dtu.dk |
Address: |___ +45 40383492 __|__ +45 45252425 __|
DTU, Kemitorvet, | Scientific programmer at Center for Biological |
bygn 208, CBS. | Sequence Analysis, Technical University of Denmark|
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