From: phuag@csv.warwick.ac.uk (Mr C J Tilbury)
Newsgroups: rec.games.mud.tiny
Subject: Re: Plots and soforth on TrekMUSE
Followup-To: rec.games.mud.tiny
Date: 14 Dec 1992 01:33:48 -0000
Organization: Computing Services, University of Warwick, UK
Distribution: world
NNTP-Posting-Host: chervil.csv.warwick.ac.uk

In article <JAMIE.92Dec13133439@kauri.vuw.ac.nz> jamie@kauri.vuw.ac.nz
(Jamieson Norrish) writes:
>In article <1992Dec12.191727.16381@magnus.acs.ohio-state.edu
>>dvandom@magnus.acs.ohio-state.edu (Dave Van Domelen) writes:
>>
>> [Lengthy description of TrekMUSEs Organizations listed here]
>>
>I don't quite understand why you need to code this sort of thing.

As far as I understand, the organizations system within TrekMUSE was designed
as much to prevent invasions of privacy, as for any sort of role playing. You
can now @create objects that only you, or a director can 'control', whereas 
previous to this anyone of higher rank could do so. This was more of a problem
on trekMUSE because of the expanded rank system that runs there (see below).

It also rather neatly provides a reference for each character that can be
used by players should they need it (ie Security Chiefs, etc), allowing them
to do certain things to a group of people in a rather easier manner than using
a stonking great match() for names/#db refs which would have to be 
regularly revised.

>Surely if the crew want to take over a ship, someone suggests the idea
>to the others, who say its a wonderful idea, and they go from there.
>Then, if they want sanction, they try to persuade someone to help them
>(since otherwise they'd get fried by whoever controlled the ship,
>assuming it was part of a fleet). That person would offer them
>protection in some form, perhaps by sticking his emblem on the side of
>the ship and saying, "You're one of us now." If the original fleet
>commander still wants to punish the traitorous crew, he just goes
>ahead and orders his subordinates to do so. And chances are they will,
>since otherwise (except in the case of mass rebellion) they will be
>set upon by those who do obey.

Yup, this is exactly what they do (did even).

>Why can this not be done without coding?
>
>You have set up a ranking system to ensure that people can safely order
>around those below them.

Or alternatively, that they _can't_ order around people that rank below them,
but are not in their empire.

The ranking system on muses is primarily another way of distributing
the powers available to a character. So, whereas in a MUSH you have your 
ROYALTY and WIZARD flags, in a vanilla muse you have your Visitor, Citizen, 
Administrator, and probably a few others I've forgotten about, right up to 
Director. 

On TrekMUSE, this system has been expanded, to incorporate all the "standard"
naval ranks. Having so many ranks results in powers being distributed more 
evenly, as opposed to the 'all-or-almost nothing' system that can tend to
exist on some other mu*'s.

>I argue that this power should rest solely on the knowledge of who

Dave was not talking about IC power when he refered to the ranking system, he
was refering to Muse powers, such as being able to examine/alter others
object, etc. This is something that needs to be regulated via code.

>would win if it came to a fight between the captain and those loyal to
>her, and those who were disobeying her commands. Most of the time,
>fighting would not ensue, and commands would be obeyed; after all, if
>it was three people saying, "I don't want to do this." and those three
>knew that the other 497 members of the crew would agree with the
                     ^^^
If only. Try about 8, including Captain.

>captain, they probably have sense enough not to object too loudly. And
>if they do, fry them.
>
>So would you tell me please why this wouldn't work.

It probably would. But its nice having an $cmd that;

     [certain security checks removed for clarity by the way]

     $RSAY *:@force owner(me)=@emit %[class(%#)%] %N says "%0"
     $RPOSE *:@force owner(me)=@emit %[class(%#)%] %N says "%0"

And yes, you could just insert the rank name in there, and change it as you 
progress. But thats no use if someone else wants to find out what rank you
are, for, let's say, an @adesc on a room with a table in it that does

A Room(#1234RI)
This is, suprisingly enough, a room. There is a table in here. You could, 'sit
 down' if you wished.
Contents:
Some_object_or_other.
Exits:
Out(O)  Sit(S) [<---- This would normally be set dark]
Sitting around the Table:
Commodore Llhran
Commodore J'Mgandr
Commodore Klari
Fleet Admiral R'chai

which is quite nice for aesthetic RP purposes. Or for security, 

    Key:rank:>13

Is much neater/nicer than 

    Key:LLhran|Tomalak|...(every other bugger who ranks above captain)

>Jamie


	Chris (tired, confused, and probably wrong) aka
	Enarrain Llhran tr'Tharn, daisem Dhiemm Khnialmnae	(TrekMUSE)