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[MUD-Dev] Re: let's call it a spellcraft
Niklas Elmqvist wrote:
[skipped]
> Of course, this kind of balancing system almost *requires* that we use a
> fixed-spell system (that is, a system where the spells are defined by the
> admins instead of created by the players) -- otherwise, it is very hard
> for the server to determine that two very different spell snippets might
> do the same thing, and thus reduce the efficiency of the spell. (You could
> do some kind of calculation on the required power "types" for spells,
> though... Such as many people using spells requiring Fire, and
> consequently, the efficiency of fire spells are reduced.)
Here the world balance comes into play - you have the total amount of
magic energy constant (to be exact, depending on the number of players)
and make a process of acquiring the needed power proportionally
difficult. Also, the old theme about god's energetics comes around ;-)
> -- Niklas Elmqvist (d97elm#dtek,chalmers.se) ----------------------
--
Still alive and smile stays on,
Vadim Tkachenko <vt#freehold,crocodile.org>
--
UNIX _is_ user friendly, he's just very picky about who his friends are
- Thread context:
- [MUD-Dev] Re: let's call it a spellcraft, (continued)
- [MUD-Dev] Re: let's call it a spellcraft,
Adam Wiggins adam#angel,com, Fri 25 Sep 1998, 18:30 GMT
- [MUD-Dev] Re: let's call it a spellcraft,
Niklas Elmqvist d97elm#dtek,chalmers.se, Fri 25 Sep 1998, 23:24 GMT
- [MUD-Dev] Re: let's call it a spellcraft,
Caliban Tiresias Darklock caliban#darklock,com, Sat 26 Sep 1998, 00:03 GMT
- [MUD-Dev] Re: let's call it a spellcraft,
Vadim Tkachenko vt#freehold,crocodile.org, Sat 26 Sep 1998, 02:32 GMT
- [MUD-Dev] Re: let's call it a spellcraft,
Travis Casey efindel#polaris,net, Sat 26 Sep 1998, 19:01 GMT
- No Subject,
J C Lawrence claw#under,engr.sgi.com, Thu 24 Sep 1998, 05:42 GMT
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