[MUD-Dev] Re: Family, was characters per account

Matthew Mihaly the_logos at achaea.com
Tue Apr 11 18:58:32 CEST 2000


On Tue, 11 Apr 2000, Phillip Lenhardt wrote:

> On Tue, Apr 11, 2000 at 05:55:59AM +0000, Matthew Mihaly wrote:
> > On Tue, 11 Apr 2000, Kevin Littlejohn wrote:
> > 
> > > There's an answer of sorts to the issue of complexity in scripting.  That's
> > > to provide a really solid scripting engine in-game, and allow players to
> > > code what their character will do while they're not logged in.  This is the
> > > path we're taking - I'm envisaging a trade in "really good AI scripts"
> > > somewhere down the line.
> > > 
> > > In some ways this increases the problems with advancement by practice, etc
> > > - really encourages scripting killing the bunnies to gain xp, that sort of
> > > thing - but in other ways, it might actually decrease it - _everyone_ will
> > > be scripted while they're logged out, so it kinda evens the playing field.
> > > Anyone got any theories on what wins out?
> > 
> > Be careful about this. You risk making success depend too much on
> > programming skills. You could make the scripting language very simple, but
> > then it lacks power, and there is likely to be a lot more of the golden
> > path (in which case you may as well not bother having htem script the
> > golden path...just have their characters do it automatically).
> 
> But suppose that every script a player writes is available to everyone
> else (which obviously precludes the "script trade" economy). Then having a
> "killer script" is at best a momentary advantage.

So if everyone is going to have "the" killer script, why bother?

--matt




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