[MUD-Dev] Character Restraint & Capture (bounty hunting)

Jester jester at futuremmorpg.org
Wed Mar 10 12:23:51 CET 2004


bje wrote
>On Wed, 2004-03-03 at 04:19, Jester wrote:

>> (A) If the aggressor does more than a threshold amount of damage
>> (say 5%) then he is responsible until the player has naturally
>> recovered those HP, if the bear finishes V off before he heals, K
>> is a viable bounty target.

>> (B) The player has the option of placing a bounty on any
>> character attacks him, including killers from previous combats
>> that fall into scenario (A). So he could place bounties on K,L or
>> M

> In other words, could you change the definition "attacked and
> killed by K" to, "killed after having been attacked by K with more
> than n% damage caused, recently?"

> Your definition of recently is "before that damage has naturally
> healed off."  My definition would probably be "within the combat
> that caused the victim's death," because I think I'd find that
> easier to implement and understand. :)

The only problem (if I understand your definition correctly) is a
killer who (knowing the system) bashes 95% of the victims hit-points
out can then breaks off from combat and run off to do it to someone
else, leaving their victim with possibly a very long wait before
they are fit to play again (or spending lost of cash on potions to
get back in the game quickly).

By leaving it open (until the player heals) the killer has the added
worry that if the player is killed by a wandering monster (or
another player) that they are still liable to get a bounty put on
them.

> The danger potentially introduced is that care needs to be taken
> in determining the aggressor, or else you introduce a grief
> whereby K induces V to attack them,

Others have raised the issue of taunting and it is covered in the
latest webpage update ( http://www.futuremmorpg.org/capture.asp )

> It looks like you've managed to address the concerns I raised,

Thanks, that was the intent. It really helps to have other people
throw what-ifs at me because sometimes I'm too close to the problem
to see things.

So thanks n keep em coming :)

Jester
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