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Re: [MUD-Dev] Interesting dilemma
On 01:38 AM 5/3/99 -0400, I personally witnessed Peck, Matthew x96724c1
jumping up to say:
>
>I personally am against restricting
>equipment from players. It would have to be based on some arbitrary
>standard, and I dislike arbitrary rules based on the fact that it conflicts
>with immersion. Why shouldn't I be able to pick up the sword?
Here's a solution I've thought of using in the past, but which isn't
suitable to my current project:
Players have levels from 1 - 50.
Equipment has levels from 0 - 50.
Players have a "base" rating from 0 to 100.
Equipment has a "base" rating from 0 to 100.
Equipment has a "bonus" rating from 0 to 100.
The main stat of the equipment when used is player-base times equip-base,
from 0 to 10,000. A bonus of player-level minus equip-level times
equip-bonus is applied to this, from -5000 to 5000. This gives you a range
of -5000 to 15,000.
Now, when the equipment is constructed, the level of the equipment is
generated automatically according to an "average" stat -- the level is set
so that an average-level character with an average base meets your average
stat. Assume that the "average" character on your MUD is 20th level with a
base of 50; if, for example, you create a weapon with bonus of 50 and base
of 50, and the equipment average setting is 1,000: the 20th level character
has a base of 2500 so his bonus needs to be -1500. That means that 20 -
equip-level has to be -30, so the level becomes 50. If your average is
5,000 that same equipment ends up needing to have a delta of 50 on levels;
since it can't drop lower than 0, it goes there and stops. If your average
is 3,000 the level gets set to 10 -- 50 * 50 = 2500; 3000 - 2500 = 500;
500/50 = 10; delta has to be +10, so 20 - delta = 10.
Well, that's the gist of it. It's half-baked, so let me know if it doesn't
taste quite right. ;)
-----
| Caliban Tiresias Darklock caliban#darklock,com
| Darklock Communications http://www.darklock.com/
| U L T I M A T E U N I V E R S E I S N O T D E A D
| 774577496C6C6E457645727355626D4974H -=CABAL::3146=-
_______________________________________________
MUD-Dev maillist - MUD-Dev#kanga,nu
http://www.kanga.nu/lists/listinfo/mud-dev
- Thread context:
- [MUD-Dev] Interesting dilemma,
Peck, Matthew x96724c1 x96724#exmail,usma.army.mil, Mon 03 May 1999, 15:57 GMT
- Re: [MUD-Dev] Interesting dilemma,
Mattias Lönnqvist Mattias.Lonnqvist#uidesign,se, Mon 03 May 1999, 16:38 GMT
- Re: [MUD-Dev] Interesting dilemma,
Joel Kelso joel#ee,uwa.edu.au, Tue 04 May 1999, 05:48 GMT
- Re: [MUD-Dev] Interesting dilemma,
Quzah [softhome] quzah#softhome,net, Tue 04 May 1999, 05:51 GMT
- Re: [MUD-Dev] Interesting dilemma,
Caliban Tiresias Darklock caliban#darklock,com, Tue 04 May 1999, 05:57 GMT
- [MUD-Dev] Re: Interesting dilemma,
Shawn Halpenny malachai#iname,com, Tue 04 May 1999, 05:59 GMT
- Re: [MUD-Dev] Interesting dilemma,
Benjamin D. Wiechel strycher#toast,net, Tue 04 May 1999, 06:00 GMT
- Re: [MUD-Dev] Interesting dilemma,
Brandon A Downey badowney#sprynet,com, Tue 04 May 1999, 06:01 GMT
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