[MUD-DEV] Moving away from the skill system

Hulbert Hulbert
Fri Jan 5 08:45:57 CET 2001


<EdNote: Duplicate HTML copy delted>

-----Original Message-----
From: Inq Admin [mailto:inqcode at excalibur.inetsolve.com]
Sent: Thursday, January 04, 2001 8:59 PM
To: mud-dev at kanga.nu
Subject: Re: [MUD-DEV] Moving away from the skill system


> Our end goal is to make not only Zorphius pass thru the event
> handler, but to have all the persons involved within the creation
> process do the same.  The miner will do such with finding the ores,
> and he or the smelter will have to do the same with the refining
> process.  And, the time spent doing this task also ensures that they
> are suitably occupied to preclude their doing other mundane tasks
> which would raise their other skills.

This is also what I would like to do with the creation process in my
game, and one of the reasons I'm going to need some sophisticated
mobs.  I feel that at least some of the miners, refiners, and even
smiths, need to be well-programmed mobs.  In any mud playerbase you
will likely have some jobs that you do not currently have players
willing to do.  Particularly for the interim, where smithing is
rewarding but mining is not implemented, NPC miners need to supply
players with their material.  As a beta-test of the mining system, you
could set up some npc miners to go through the motions, and see how it
works.  Keep these NPCs as continuity, and as a shortcut for the
players who want to smith, but choose to buy the ore, or refined
metal.  Of course, anything that a mob can be programmed for can also
be scripted, but if you make easily scripted actions produce a lower
quality ore, metal, whatever, then you give players more incentive to
mine their own ore, as well as rewarding the players who don't script
their PCs.

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