[MUD-Dev] Skill System

Ben Chambers bjchambers at phoenixdsl.com
Tue Jan 23 16:27:22 CET 2001


Kwon Ekstrom wrote:


> I've been browsing the list for a couple months now, and I've
> noticed alot of variety in different skill systems.

> I'm currently in the early development stages for my own mud, and
> have been revising my own ideas for a skill system from the
> arguements and counter-arguments.  I'd like to hear what people
> think of this system.

> First, let me explain the environment for the game.  It's a
> text-based MU* written in Java, making extensive use of object
> orienting to define relationships between most game objects.  The
> world is 3d coordinate based, with multiple plane capability.
> (Planes being different coordinate sets).  There will be material
> code for determining Item properties, and rooms will be separated by
> walls made of various materials, or filled with a material
> (underground, water, etc).  This will allow a range of spells like
> "walk through stone" which aren't easily written in a standard area
> type (although costing memory).

> The system is based on a concept of knowledge, there aren't any
> classes, players instead choose a few "learning" skills upon
> character creation.  Players gain knowledge by using skills in a
> knowledge area, and they gain new skills by finding a trainer that
> teaches that skill (cannot learn skills without at least a minimum
> knowledge level for that skill).  A learning skill is a skills that
> will train a certain knowledge area, but doesn't require any of that
> knowledge to obtain (giving players a gateway to all knowledge
> areas).

> To prevent skill spam, I think I'll use a queued gain.  whenever a
> skill is used, it modifies gain values for the character.  Every
> mud-day or so, these values are applied and the character actually
> learns (I heard that a certain mud does this when the character
> sleeps, I might make that a second condition).  Knowledge gains are
> computed on a see-saw system, if you gain in a knowledge area, any
> oppossing knowledge area will decrease (preventing "know it all"
> players).

What's wrong with know it all players?  Elves normally live to be 600
years old, in those 600 years, it is more than likely that it would be
possible to become a know it all, the only thing that may be true,
however is that they aren't as proficient in certain areas as they
could be, but not because of the fact that they didn't have the
chance, but because they didn't do the things required to advance
skills beyond a point.  For example having someone teach you the next
'level' of a skill, increasing your proficiency.

> Items have hit points (or in this case I suppose it'd be item
> components), you can repair the item to bring the hp back up, but
> you'll lose 1% of the hp lost since the last repair every time (to
> force items to wear out).

I like this idea, but their should be ways of returning it to the max,
for instance having a really good blacksmith reforge it.

Overall good ideas, would you mind if I added them to my own project,
which already is using similar systems, just not as well thought out
in some cases...


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