From: ludwigj@CS.ColoState.EDU (Vilkata (Joe Ludwig))
Subject: Re: Up-coming graphical Mud 
Date: Mon, 23 Nov 1992 16:38:24 GMT
Organization: Thealir Construction Company

In rec.games.mud.misc, mdm@hadrosaur.cis.ohio-state.edu (Michael Moore) writes:
>        Currently I am looking at two basic things, combat and stores :
>
>Combat)
> <Combat explanation deleted>
  IMHO, it is better to handle combat on the same scale at everything else. That
way, players can use distance weapons and spells without engaging in melee. This
also allows players to see just what they're up against when they engage in
combat.
>
>        This also allows for creatures to travel in packs on the main
>area, separating into individual monsters only when in an area on the
>scale of the combat arena.
Even if their icon on the normal scale is a 'group' indicating more than one 
beastie, the players can't tell the difference between:
  a)  Oh isn't that cute.  Three kobolds coming to kill me.
  b)  Oh my gods, there must be at least 50 kobolds in that pack. I'd better
      run away!
>
>        
>2)  Player Items
>
>        This is where I really wonder.  I don't want the craziness which
>a lot of earlier muds were plagued with, so I'm trying to create a 
>situation where everything will be balanced.  My current plan, while
>sketchy, is this :
>
>        Make weapons and items much like the skills used in muds
>today.  Everyone can afford the basic items and they get to keep them
>for as long as they live.  They can upgrade them in the same manner as
>their skills.  No player can use another player's weapons.
> 
>        Make up some reason why players cannot use weapons and objects
>on other things they kill.  Perhaps some personal code of honor.  

There is no honor among theives.

>
>        Players can save their game and keep all their items only
>in "safe haven" areas. 
Keep bodies around on off-line players and make them rent a room at the inn.

The way to keep equipment from running amok is to:
  a)  arm many nasties with 'claws' or 'fangs'
  b)  Only make one +5 sword.
  c)  Wield it yourself :)
  d)  Make the cost of magic weapons at least 100x that of mundane weapons.
  e)  Make it hard as hell to get that 'Staff of nuking the hell out of anything
      I so much as look at'  just a little harder to get than killing some level
      20 monster.  (Like killing 5 level 20 monsters.  And after that, who gets
      the staff anyway?)
>
>        Anyway, if you have any ideas on this subject, would be 
>willing to offer services in on of the above-mentioned areas, or any
>comments please let me know.  I'd be especially interested in hearing 
>if you would be interested in such a game.  It makes little sense for me
>to spend all this time working on it if no one is interested in playing
>it.  I hope to have it open for mass consumption in a month or two,
>open to play testers in a matter of a week or two (maybe three :-) ).
>For the client I am writing X-Windows is necessary.
Yes, I'd be interested in such a game.  That's why I'm sriting one of my own.
Look for FAS 1.0 open for playtesting around summer.

>
>        Thanks for your replies,
You're welcome.


-- 
+--------------------------+-------------------------------------------------+
| Vilkata, the Dark King   | "It's better to rule in hell, than serve in     |
| ludwigj@cs.colostate.edu |  Heaven."  -- Paridise Lost                     |
| Vilkata@Most MUCKs       | "Maybe she sat on something sharp." -- Piper    |
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