[MUD-Dev] SOC DGN - Spawn locations

Matthew Rick mrick at carthage.edu
Tue Aug 24 22:18:54 CEST 2004


Just wondering if anyone knows of an example of the following idea
or has knowns of a compelling reason not to do it.

The basic idea is to not have mobs spawn if there are players near
by.  Of course how you would define nearby would be key to the
effectiveness of this technique, but for, say, a traditional mud
style game, lets argue that mobs would now spawn if they could
detect a player in the room they would spawn in, but for sake of
argument the same idea could be applied to any kind of game.

The thought is to combine the above with a system that spawns
monsters (from a template with a D&D-style random treasure table,
ammoungst other things).

This approach (could) have the following benefits / drawbacks:

  Good)

    1) Decreased camping (players would scare mobs away)

    2) Increased realism (no mobs popping out of nowhere)

  Bad)

    1) Mobs may become too scarce in crowded areas (newbie areas
    specifically)

    2) A whole bunch of things I probably haven't thought of yet

Matt
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