[MUD-Dev] Re: skill system

Richard Woolcock KaVir at dial.pipex.com
Fri Jun 12 00:10:48 CEST 1998


Katrina McClelan wrote:
> 
> > Interesting, and to be honest I'm not sure.  I don't see any problem with
> > either method - if you were bullied as a kid, how would you feel if you
> > met that bully again as an adult?  What if said bully was still far bigger
> > and meaner than you?  Perhaps it could store the fact that you hadn't fought
> > him for a certain amount of time (I might use 3 bits, giving a number of
> > real-life days between 0 and 7 since you had last fought them - 7 days = 1
> > mud year, which would be a reasonable maximum).  Then you could have messages
> > like:
> >
> 
> Worse, what if the mob actually gains levels?

Or in my mud 'gains skills'.  So does the player, and the player would have no
way of knowing just what that Bully had been doing for the last 5 years IC, so
I don't really see a problem with it.

> >    [consider bubba
> >    You've not fought him for several months, but last time you met he almost
> >    killed you.
> >
> > You could even have the messages vary over time according to traits of the
> > player - if Bubba had a huge ego, he might remember a close fight a mud-year
> > ago as "you almost won, but they managed to escape".  If Bubba had a really
> > poor self-image though, the message might be more like "they almost killed
> > you!".
> 
> You could also have this ego vary by successes verses numbers of failures.
> Continual success should boost your confidence, while getting beat 96-54
> in the finals.... (heh... sorry, I'm a Bulls fan, couldn't resist)

Quite right, moral should play an important part.

> > Such considerations could also be used to give penalties and bonuses
> > in combat, and could work well when combined with intimidation as a form of
> > 'will vs will' pre-combat technique.  Think of it as a sort of face-down, and
> > such factors could well influence what you think your chances are of beating
> > that person in a fight.  With a little work it could be worked into an optional
> > non-fatal combat system that runs alongside (and influence) normal combat.
> >
> 
> The only real problem with this is that you'd almost have to have mobs
> keep track of player reputation, since while Grimlock the player might be

Well my 'dynamic mobs' use the same recognition code as the players so this
wouldn't be a problem.  The only mobs that wouldn't keep track of reputation
would be animals.

> quite frightened of Bubba after having seen him slaughter some friends,
> Bubba might well know of Grimlock's exploits and be in awe of him as well.
> This of course introduces a new consideration: prestige.  Bubba may be
> of the "walk quiet and carry a big stick" build and not be known for his
> skill (giving players less knowledge of him), however the dreaded Lord
> Kilgoth carries a reputation and air about him, and anyone that recognizes
> him is likely to know of the horrors that have occured by his hand.

...although unknown to most, Bubba and Lord Kilgoth are one and the same
person...multiple identities, anyone coded such a feature?  It's something
I like the idea of but I'm not sure how well it would work in practice.

> Also, I mentioned before, experience is overriding, but in lack of it,
> consider appearance.  Think of how you'd percieve a business man in a
> three piece suit and tie with brief case, wearing glasses, clean shaven
> with a "yuppie"  haircut walking past you to his Volvo at night compared
> to a long haired tatooed guy with a goa-tee, in a Budwieser tank top,
> leather jacket, and ripped up faded jeans, walking past you to his
> motorcycle at night.  While the truth may be that the business man is a
> martial arts expert, and the punk is a wimp, the perception generally
> speaking would make you more nervous about the punk guy.  Certainly the
> charging lupine would look scarier than the weakly old man, but if that
> old man is a master wizard...

Now imagine that same 'business man', in his black three piece suit, wearing
mirrored shades and carrying a large brief case, walking towards you along 
a desolate street in the roughest part of town at midnight, his stride slow, 
confident and silent, his face fixed straight ahead.

Appearance can be more than just physical...but how would one code such a
thing?

KaVir.




More information about the mud-dev-archive mailing list