[MUD-Dev] [NEC] 2.8: A Group Is Its Own Worst Enemy (fwd)

Crosbie Fitch crosbie at cyberspaceengineers.org
Thu Jul 24 17:23:48 CEST 2003


From: Michael Tresca

> I work at a Fortune 5 company.  All that's used there is a pyramid
> structure established from the start.

> What, exactly, do you need to have the leverage to influence
> people on a massive universe that you build and prep before
> opening it to the resident population?

I posted a suggestion for a solution on this on 3Sep02.

  1) to specify one's relationship with another player, and to
  easily identify players' releationships with you and others

  2) to claim territory and identify claimed territories, alliances, etc.

  3) A tithe/fealty.

    This allows a player to voluntarily enable an automatic
    deduction of 10% of their income (resources, gold pieces,
    whatever) to another player.

    When faced with destruction and confiscation of
    resources/property by an aggressor, a player may prefer to offer
    up a tithe of some sort by way of peaceful subjugation.

    Given that these tithes should be transitive, this should give
    some potential for pyramidal power structures...

  4) Ability to delegate command of forces

    This allows a player to voluntarily submit to another player,
    i.e. place their power (armies, property, land, subjugates) at
    another player's disposal.

    This would allow imminently overrun players to surrender but
    retain some degree of power albeit in service to another. The
    penalty for disobedience (levied at the discretion of the lord)
    would be forfeiture of 50% of resources, funds, land, etc.

  5) I'd suggest a simple scheme of alliances (that can easily be
  colour coded). See a rough sketch of a MMORTSG that I made a while
  ago: http://cyberspaceengineers.org/EmpireGame.htm
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