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Re: [MUD-Dev] Resets, repops and quests
clawrenc#cup,hp.com wrote:
>
> In <338d05d7.277223215@neptune>, on 05/28/97
> at 09:00 AM, alexo#bigfoot,com (Alex Oren) said:
> >I guess the kidnapped princess scenario could be tweaked so the orcs
> >will kidnap a different member of the community (could even happen to
> >be a player, social implications aside) and repeat the kidnapping
> >only after a long time (to replenish slaughtered troops) but what
> >happens when some high-level players team up, torch the orc village
> >and build a castle there?
>
> How about this:
>
> The princess is prone to wandering.
>
> The Orcs have periodic population explosions.
>
> Wandering parties of Orcs tend to be attracted to buildings.
>
> Should an Orc find the Princess she will be taken prisoner
> and conveyed back to Orcish HQ.
>
> Every time the princess has been captured, and remains captured
> for some trigger length of time, a new quest has been created.
>
> The problem of Orcs being made extinct can be generally handled by
> engineering the world such that Orcs _can't_ be wiped out. In my
> original model there were *always* inaccessable breeder orcs to ensure
> that the species survivied.
Curious...do you have resets (not necessarily in the traditional,
clunky, predictable sense), ChrisL? Or perhaps resets just for
objects? I can envision a sort of object factory, churning things out
that are somehow distributed throughout the world to shops or in
caravans, etc.--hmm, there's the seed of a reset scheme in there.
Actual breeding mobiles that repopulate a region? I almost think you
must have it this way, given that you've stated (I'm too lazy to find
the exact message) that you're planning more of a simulation than an
on-the-fly construct. I love the concepts in all that, just haven't
given thought to anything beyond the "object factories", since I'm
currently saddled with a semi-Diku-like reset scheme (ugh--put in those
words I'm forced to rethink it again...).
--
Shawn Halpenny
"You can't buy the necessities of life with cookies"
- "Edward Scissorhands"
- Thread context:
- Re: [MUD-Dev] Resets, repops and quests, (continued)
- Re: [MUD-Dev] Resets, repops and quests,
Adam Wiggins nightfall#inficad,com, Thu 01 Jan 1970, 20:24 GMT
- Re: [MUD-Dev] Resets, repops and quests,
clawrenc clawrenc#cup,hp.com, Fri 30 May 1997, 07:59 GMT
- Re: [MUD-Dev] Resets, repops and quests,
Ling K.L.Lo-94#student,lut.ac.uk, Wed 28 May 1997, 00:33 GMT
- Re: [MUD-Dev] Resets, repops and quests,
clawrenc clawrenc#cup,hp.com, Sat 31 May 1997, 05:56 GMT
- Re: [MUD-Dev] Internal Mud Languages,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Tue 27 May 1997, 12:56 GMT
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