From: ssanderss01@cc.curtin.edu.au
Subject: Re: player interaction in multiplayer games [was Re: <None>]
Organization: Curtin University of Technology
Date: Mon, 12 Oct 1992 13:37:24 GMT

In article <1992Oct08.150601.10317@eng.umd.edu>, wayne@eng.umd.edu (Wayne C. McCullough) writes:
> 
> If only high level players are doing the inforcing, this is fine, because
> if I get enough people to agree with me, I can kill all the high level
> players, and make my OWN rules.  This is reality.  The God, or GM, should
> only step in under severe circumstances, and then the GM mode of control
> at worst should be creating NPC's or monsters who specifically target
> and attempt to kill offending players, but that player should always stand
> a chance of escaping or beating the monster.  In short, Gods interfereance
> should be able to be mis-construed as plausable mortal intrests.
> 
> Another solotion to the problem of evil players taking over the game is
> to retire players at a certain level.  Retire them into overlords that
> are very powerfull, but still mortal.  Change the rules on them a bit, 
> giving them certain powers, such as the ability to build their own domain,
> recruit, and give exp.  Pose challenges to them, encouraging inter-overloard
> competition.
> 
> A lot of tweaking will be required to make this a stable equilibrium, and
> at times, like in the game empire, you will to a point in the game where
> some players have vast atvantages over everyone, and they absolutely will
> not fight each other.  That is when you just want to reset everything, and
> tweak things just a bit more to make the equlibrium more stable.
> 
>>Of course, there are some prohibitions built into the code - for
>>example, you can't kill a player more than x levels below you, etc.
>>This is primarily to keep things from falling apart, and to keep new
>>players from getting killed (most of whom will never ever return,
>>thanks to the bozo).
> 
> new player bashing should be common.  It should also be understood that
> it is common.  in my hypothetical system, an overlord will want to
> recruit as many new players as he/she can, and train them rapidly, so 
> that his new recruits can do his work, and not get slaughtered.
> 
> W
There was a MUD where this was trying to be done.  It was called Shattered
Worlds (I think) and was based in Australia.  They also had a unique 
system of law and order I haven't seen elsewhere.  For starters, no killing
could be done in towns.  This wasn't enforced by disallowing, but with
a criminal log.  If a player clocked up to many criminal points, then
a reward is offered for them.  Any player can collect if they can bring
in the offenders body.

Using this method, it could be criminal to kill characters.  Some such
level based system where the difference in levels controls the penalty
or criminal points could be introduced for player killings.  So you can
kill other players as long as you are willing to be an outlaw and have
people hunting for you.  The game also had an Arena where challenges 
to other players could be made and honour upheld.

Something to think about anyway...


Stuart


.sig.  I don't need one!!!

PS if anyone knows if Shattered Worlds still exists could they mail me,
as I no longer have the address.  Thanks.

 
Newsgroups: comp.sys.ibm.pc.games