[MUD-Dev] Alternative team based approaches to game-play

cruise cruise at casual-tempest.net
Thu Jan 27 12:35:50 CET 2005


Johan A wrote:
> olag at ifi.uio.no wrote:

> If the game is designed for group play foremost and the players
> have had time to practise and learn their class then everyone in
> theory, should be equally skilled. Again, this is only in theory
> of course ;)

Reading through these posts, something struck me - has anyone tried
having seperate pools of XP for solo and team play? Or at least an
seperate metric for success in teams?

Dieing while in a team would affect only the teamXP (and maybe hurt
the other player's teamXP too? Theoretically someone could die on
purpose to hurt the team, but they'd probably be kicked out if they
did, and would have such low teamXP if they did it regularly it's
unlikely anyone would team with them in the first place), so not
hurt your levelling.

Anybody spot obvious flaws? Improvements?

--
[ cruise / casual-tempest.net / transference.org ]
   "quantam sufficit"
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