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Re: [MUD-Dev] better usage through mechanics [from: CGDC dinner]
Lovecraft wrote:
> Embarassingly, I don't know of other games that reduce bandwidth/daily usage
> by game mechanics. I imagine you, gentle listmember, may offer examples. I
> offer one I know well.
<dark ages usage control strategies>
Starlane (which I'm testing at the moment) uses a constantly
regenerating
"energy" value that to restrict movement. Starlane's not an RPG, its a
strategy game, but with a real-time rather than turn-based control
system,
so it's absoutely vital for game balance to limit the number of moves
that
a player can make in a day.
Despite this, a few of the test players were in the habit of connecting
every half-hour or so and waiting for his energy level to go up by 0.1
so they
could perform a move (there was a war on) ... I guess there's a balance
here
between rewarding enthusiastic players and penalising players with
limited
time to devote.
Joel Kelso
-- joel#ee,uwa.edu.au -------------------------------
Brook: (reading web site) ... Microsoft SKD 1.2.4 ...
Bruce: I wouldn't touch that with a barge-pole.
Brook: ... comes with free barge-pole ...
-- http://ciips.ee.uwa.edu.au/~joel -----------------
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- Thread context:
- [MUD-Dev] Dynamic Load Balancing,
Kevin Scott London london#cs,utk.edu, Thu 16 Mar 2000, 22:27 GMT
- [MUD-Dev] Questions about the MudDev FAQ,
Marian Griffith gryphon#iaehv,nl, Thu 16 Mar 2000, 22:27 GMT
- [MUD-Dev] MudDev FAQ part II,
Marian Griffith gryphon#iaehv,nl, Thu 16 Mar 2000, 22:26 GMT
- Re: [MUD-Dev] better usage through mechanics [from: CGDC dinner],
Lovecraft dave#darkages,com, Thu 16 Mar 2000, 22:26 GMT
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