[MUD-Dev] Re: How to handle log-outs in a totally dynamic world.

Ben Greear greear at cyberhighway.net
Fri May 15 22:28:53 CEST 1998


On Fri, 15 May 1998, Vadim Tkachenko wrote:

> 
> Short side remark: I'd prefer the characters to be separated further
> from the players behind their backs in this case (like it was discussed
> before), so I can imagine:
> 
> [player] OK, enough tormenting Boffo, let's be fair with him since now
> [character] What are you, nuts? Let's go and kill him!
> ...
> 
> As I was saying before, alignment is not to be taken lightly :-)
> 

I don't want to have to second-guess my users, but the same effect
could be reached another way.  My players will most likely be on
a space ship (or station or whatever) and many will be in command
of a crew.  The entire crew will have the same alignment as the
captain (ie player), except for that portion of the crew crew which is
also a Real Person(tm).

So, depending on the (charisma for lack of a better word) of the
leader, the crew might act out it's true tendencies, as ruled by
the alignment and collective memory.  So, you type <flee>,
and instead your crew arms the self destruct feedback loop in
the central reactor and redlines all guns to fight to the bitter
end!

This would make players remain in character, or else!

As an aside, I'm going to let other people rate other player's
alignment.  In other words, if someone is an total jerk, say on
the channels or "cheats", or takes advantage of the weak or whatever,
the general population can affect his/her alignment negatively.  The
opposite will also be true.  Each person will have equal say, and
be able to judge on a sliding scale, say 1-100...

Ben

Ben Greear (greear at cyberhighway.net)  http://www.primenet.com/~greear 
Author of ScryMUD:  mud.primenet.com 4444
http://www.primenet.com/~greear/ScryMUD/scry.html



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MUD-Dev: Advancing an unrealised future.



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