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Re: [MUD-Dev] better usage through mechanics [from: CGDC dinner]
Joel Kelso wrote:
> 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.
Just some thoughts...
You could of course use a thresholding technique (use an internal
accumulator and release all the energy once the threshold is crossed).
You could also let players withdraw energy for emergencies, but give
awful pay back rates (takes N times longer to regenerate). A more fun
option is to make "low energy" being risky (more bad luck, inability to
take advantage of opportunities, no selfrepair / maintenance etc).
Ola.
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- Thread context:
- [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
- [MUD-Dev] ADMIN: Lost mail?,
J C Lawrence claw#kanga,nu, Thu 16 Mar 2000, 09:43 GMT
- [MUD-Dev] ADMIN: Kanga.Nu will be moving (again),
J C Lawrence claw#kanga,nu, Thu 16 Mar 2000, 08:08 GMT
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