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[MUD-Dev] Methods to Reduce Ecological Wipeout
Greetings,
From what I have read, it seems UOL faced problems in the past of
ecological wipeout due to the lack of "repop'ing" mobs. What methods,
and how successful were these methods, in reversing this?
Does anyone have any suggestions to cope with this problem for other
muds?
Although I haven't spent days thinking about this issue, it seems there
could be a few "hack-ish" ways to get around this (based on some loop
hole in the theme of the mud). Huge birthrates is one option, although I
dont particulary like this method. Intervention from "The Gods" is
another method (i.e. simulated repop - a method I don't really like
either).
Any comments or suggestions?
Cheers,
-Brad
- Thread context:
- [MUD-Dev] Re: Methods to Reduce Ecological Wipeout, (continued)
- [MUD-Dev] Re:Methods to Reduce Ecological Wipeout,
Michael.Willey Michael.Willey#abnamro,com, Wed 12 Aug 1998, 13:02 GMT
- [MUD-Dev] Methods to Reduce Ecological Wipeout,
Leach, Brad BA Leach.Brad.BA#bhp,com.au, Wed 12 Aug 1998, 06:25 GMT
- [MUD-Dev] Amoeba: Distributed OS release,
J C Lawrence claw#under,engr.sgi.com, Tue 11 Aug 1998, 20:17 GMT
- [MUD-Dev] clients anyone?...,
Andrew Wilson andrew#aaaaaaaa,demon.co.uk, Tue 11 Aug 1998, 18:05 GMT
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