[MUD-Dev] Re: world concept

jacob langthorn jlangthorn at towertechinc.com
Thu May 21 01:13:23 CEST 1998


	-----Original Message-----
	From:	J C Lawrence [SMTP:claw at under.engr.sgi.com]
	Sent:	Tuesday, May 19, 1998 1:57 PM
	To:	mud-dev at kanga.nu
	Subject:	[MUD-Dev] Re: world concept 

	On Fri, 15 May 1998 19:56:42 -0500 
	jacob langthorn<jlangthorn at towertechinc.com> wrote:

	> Some friends and I are toying with the idea of building a mud
that
	> has both admin and player control. Admin control is largely
	> traditional in that it encompasses building and repairing. The
	> player control we are talking about is along the following
lines.

	> 1. As players advance they will have the ability to become
town
	> mayor's or local lords. 

	Not meaning to cut the thread short, but you may want to check
the
	archives (I should have search working properly some time this
	afternoon) for "Rank Points".  Also search on the work "king" (I
think
	that's right, might have been "tax"), for an old thread about
player
	elective systems and power migration.

	> 2. We would also like the world to be dynamic to some degree.
	> Meaning new areas to be explored and developed as well as
older
	> areas being invaded or following into disuse.

	Outside of the obvious problem of people having to design the
new
	areas, another common problem is topicality.  Sure you have a
hot new
	sexy area, but the only place left in your world to put it is
500
	miles from the nearest centre of population.  Few are going to
find
	it, and even fewer are going to want to make the trek all the
way out
	there.  Conversely, that old area next to the city is showing
its age, 
	is almost utterly ignored except for newbies, and can't be
replaced.

	We have thought of that, and our solution so far has been to
assign discovery to npc's. Basically whenever a new area is created an
announcement will be made via town crier or newspaper that sir bubba has
discovered new territory near such and such and that the local crown is
offering assistance for a modest return, much like Spain in and the new
world. As for the old area near the city if it fails it fails.  We would
like to implement a system whereby if an area gets to neglected then the
monster's/villains move back in there by making it challenging again.
The area directly around one or tow "main" cities will remain in the
hands of the staff so there is an area for new players to start safely
(well semi safely). For that matter we would like to set it up so there
is always a slight chance the monsters will invade no matter how well
maintained the area is. The better maintained the lower the chance but
it never goes away, and if the monsters win they win :-).  AS for the
travel issue we haven't worked it all out right now I am fighting for
gateway (very expensive gateways)

	There's a lot to say for player-built and maintained
environments.
	You essentially create an ecology of areas.  Players build their
own
	building and lands, and if they are popular, maintain them.  If
they
	are unpopular, they fall into disuse, are not maintained, or are
	overtaken by more aggressive and well funded players who set up
their
	own deal for the cycle to repeat.

	Bingo that's the idea. I am trying to set it up so those who are
so inclined can at higher lvl's do more political role playing and so
on. And we aren't sure it will be lvl based I am leaning towards a skill
web based system. 
	MUD urban renewal.

	Deleted

	Please do.

	-- 
	J C Lawrence                               Internet:
claw at null.net
	(Contractor)                               Internet:
coder at ibm.net
	---------(*)                     Internet:
claw at under.engr.sgi.com
	...Honourary Member of Clan McFud -- Teamer's Avenging
Monolith...

	-- 
	MUD-Dev: Advancing an unrealised future.

Jacob Langthorn
Systems Manager
Jlangthorn at toertechinc.com
(405)979-2149


--
MUD-Dev: Advancing an unrealised future.



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