MUD-Dev
mailing list archive
[ Other Periods
| Other mailing lists
| Search
]
Date:
[ Previous
| Next
]
Thread:
[ Previous
| Next
]
Index:
[ Author
| Date
| Thread
]
Re: [MUD-Dev] Affect of personalizing cannon fodder mobs
> Lazarus wrote:
> >
> > I think I need to start off with some background perspective for this
> > question. This question is posed in the context of a hack and slash mud
> > where mobs repopulate every 'tick'. Players achieve advancement in this
> > mud by killing large numbers of these 'mobs'. I realize that many members
> > of this forum find such limitless supply of mobs unrealistic but this does
> > form the background of this question.
I think it becomes interesting when you generate a personality. It
doesn't have to be anything complicated, but maybe guard #1 is a
belligerent thug, while guard #2 that replaces him is a shaking coward.
Maybe guard #1 is a swordsman, while guard #2 prefers his two-handed
axe. Things can get interesting with just a little random
generation/selection of personalities, chat messages, and equipment.
--
http://www.classic-games.com/
Conspiracy theorists mistakenly assume others think before acting.
*** Please limit .sigs to four lines and avoid HTML mail or posts. ***
_______________________________________________
MUD-Dev maillist - MUD-Dev#kanga,nu
http://www.kanga.nu/lists/listinfo/mud-dev
- Thread context:
- Re: [MUD-Dev] Affect of personalizing cannon fodder mobs, (continued)
- [MUD-Dev] Interesting little discussion going on at /.,
Nathan F Yospe yospe#hawaii,edu, Mon 11 Oct 1999, 21:29 GMT
- [MUD-Dev] Dan Kegel: A few notes on writing multiplayer games,
J C Lawrence claw#varesearch,com, Mon 11 Oct 1999, 18:31 GMT
- [MUD-Dev] weather,
Matthew Mihaly diablo#best,com, Mon 11 Oct 1999, 17:36 GMT
[ Other Periods
| Other mailing lists
| Search
]