[MUD-Dev] Re: fwd [MUD-DEV] Re: Room descriptions, was Re: Roleplaying

Ling K.L.Lo-94 at student.lboro.ac.uk
Sun Apr 26 22:56:26 CEST 1998


On Sun, 26 Apr 1998, John Bertoglio wrote:

[bit from rgma snipped]

[bit about parties snipped]

> The party character would be represented by a standard, sash, pendant or
> some other object. It would only have value to and could only be wielded by
> the leader character. When you viewed the party you would see a description
> written by the leader (or generated by the server if the leader declines to
> enter the text). It might say: You see a party of hearty adventurers led by
> a powerful elf carrying a green standard with a red diagonal slash. Click
> on the party and you are presented with a short display of the members
> which can in turn be drilled down to detailed view of each member.

This reminds me of Roman-esque things.  When the Standard of the Legion
was lost, every tenth man was executed and the Legion disbanded.

[snip]

> As the party (or members of the party) performed actions, the same
> mechanism which improves individual skills would work (at a reduced level)
> on the party stats. Take the ambush skill. Since the ambush is assumed to
> being organized by the person in the group with the highest ambush skill,
> that skill is used to calculate the success. A successful ambush has the
> possibility of increasing the lead ambusher's skill as well as the parties
> skill. All party skills start at 0 and are used as adds to party-based
> attempts. So a party with an ambush skill of 7 would simply add 7 to the
> score of the character leading the ambush. Of course, it is also possible
> that characters in the party without the ambush skill could gain an initial
> value in this skill if they participate in enough of them. But that is a
> subject for another post.

On the flip side, adding a useless member to the party could be a
disadvantage. :)  Parties move at the speed of the slowest member, the
stealth 'value' of the party is limited by the noisiest character and two
guys used to doing something in different ways will make a destructive
contribution.  As usual, working too long in a team (it's that word
again!) will prove to be of some benefit, sometimes, one plus one equals a
little bit more than two.  Eg: a pair of troopers get caught in a
crossfire, having been exposed to each other too long, know exactly what
the other will do and dive to all the right places, shoot in all the right
directions, etc.  (this was one of the things I was gonna have for my mud,
seasoned teams will get, er, 'shakedown' advantages)

  |    Ling Lo of Remora (Top Banana)
_O_O_  Elec Eng Dept, Loughborough University, UK.     kllo at iee.org



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MUD-Dev: Advancing an unrealised future.



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