[MUD-Dev] Befriending Critters (was: Random Resets)
shren
shren at io.com
Tue May 7 06:26:59 CEST 2002
On Sat, 4 May 2002, Arthaey wrote:
> Allow players to "befriend" non-aggie critters -- for purposes of
> this example, say squirrels. PlayerA is hanging out in the forest
> a lot, and at some point tries to befriend SquirrelB by setting
> some foodstuff on the ground in front of it. The first several
> times SquirrelB runs off the moment PlayerA moves toward it, but
> eventually PlayerA can pet SquirrelB, maybe at some point even
> walk around with the critter on his shoulder.
[...]
> Obviously, the people who choose to wander in the forests a lot
> might think that having a following of squirrels is a cool enough
> reward on its own, but that seems kinda lame even to me, and I
> _do_ think it's cool on its own. What practical advantage might
> having a squirrel following (or sparrow, or fish, or wolf
> following -- should it be limited to at least semi-intelligent
> critters?) provide? The potential advantage of a specific
> critter-friend should probably be proportional to how hard it is
> to befriend.
> What does making the squirrels flee on sight of PlayerC accomplish
> besides pissing PlayerC off? ... PlayerC would have to go hunting
> something else, somewhere else, for a while. Is that a good enough
> reason? ... This idea also seems to mimic some of the features of
> a full ecosystem, in that a heavily hunted area will become
> increasingly harder to hunt in, since all the critters will
> eventually be running away from everyone. Meanwhile, this idea
> seems easier to implement than a true simulated ecosystem with NPC
> predator-prey relations and food caps, etc.
Sounds like a Druid system waiting to happen. It looks like there's
all kinds of interesting things to build around it. Have friendly
animals build up mana and give it to the Druid on sight. Let the
animals give the Druid information that they think the Druid should
know, or let the Druid see out of thier eyes.
--
http://www.shren.net
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