[MUD-Dev] Game Economies

Albert thecheezeman at earthlink.net
Tue Jun 15 16:14:40 CEST 1999


At 01:20 PM 6/15/99 -0400, you wrote:
>Excerpts from muddev: 12-Jun-99 Re: [MUD-Dev] Game Economies by Jp
>Calderone at flashmail.c 
>> With the right setup, it should be possible to just create a
>> table, around 300 entries, more if you really want it to seem
>> non-determinant, though I doubt players would pay that much
>> attention, of population sizes and their compliments.  Using
>> that, calculating the number of orcs vs. the number of cats
>> would be next to free, in terms of CPU time.  I hadn't thought
>> of this before reading your post, but now I really like the
>> idea :)

I was thinking and realized that this method only allows
comparison between two systems interacting with each other.
For example, I can't envision how you'd introduce something
like wolves into the scenario and keep it reasonably realistic.
In any case, I've been trying a cross between this and
actually having your mobs interact with each other. Calculate
the estimated populations for each group dynamically, every
week or so. The game would dedicate a second or so in
determining the current population and recalculating it after
taking into consideration reproduction and starvation. If the
players kill them off before that, oh well >:) If you make the
mobs worth the kill, they might be hesitant to go out and
rampantly kill every wolf, orc, and cat in sight. My only
problem is that I've yet to devise a system which will maintain
itself indefinitely. I'm sure its possible, after extensive
number-fudging.




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