[MUD-Dev] Persistent Worlds
J C Lawrence
claw at kanga.nu
Fri Feb 16 14:51:03 CET 2001
On Fri, 16 Feb 2001 09:28:10 -0600
Hulbert, Leland <LHulbert at czn.com> wrote:
> <EdNote: Duplicate HTML copy removed>
Argh! HTML bad! Argh!
> Does anyone use a system that does NOT re-pop mobs in rooms?
Yes. I build off both instantiated and cumputed/simulated economies
in my NPC populations.
> My point is that spontaneous generation was disproved a couple of
> centuries ago.
This would only seem significant if the simulation aspects of your
environment are primary.
> Does anyone have a system that requires new mobs to populate only
> if they have "parents"?
I do that loosely with my Orc breeder/fighter/noble/king model, but
I also embed a stationary Orc population behind certain cavern
systems (inaccessable virtual locations) such that a certain level
of Orc population there is guaranteed in the caverns (the attempt is
to model a system large enough to be impossible to map, especially
given the unknown boundaries of Orcish magic (which could enclude
time travel).
> Much more realistic, as a sufficiently avid killer could wipe out
> a race of mobs, but harder to code, and much more difficult to
> administrate, I would imagine.
This is why I embedded breeders at certain points. Extinction is
annoying. Population variation is interesting. Growth curves and
cycles are interesting. Flat lines are boring. Playing
whack-a-mole with a racial population is potentially interesting.
--
J C Lawrence claw at kanga.nu
---------(*) http://www.kanga.nu/~claw/
--=| A man is as sane as he is dangerous to his environment |=--
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