>Date: Mon, 28 Mar 1994 18:50:31 -0500 (EST) >From: Danhiel Baker <dbaker@dcs.uga.edu> >To: VampLestat <vamp@csulb.edu> >Subject: Re: spell templates/misc VampLestat explains: | | On Mon, 28 Mar 1994, Peter Acheson wrote: | | > one to move objs/mobs/pcs.. there is summon/word of recall are the only | > spells so far... I would like to see something added so that you could say | > travel through objects... like say tree travel... (ie for class druid) | | or maybe a more general system for allowing the transportation of | obj/mobs/players? i dunno.. I'm not really clear what you mean here - do you want....well, heck, can't even think of what exactly you *might* mean (at least nothing that sounds reasonable IMO :) Please elaborate (both of ya!) | | > Have a spell gate or of type gate... It opens a portal in between two rooms | > for about 2-3 tics depending on level of pc and anyone can use it who isin | > either of the two rooms... It also costs a phenomenal amount of mana... | | ugh, a REALLY bad idea. even if it uses 100 mana points, people will | still use it all the time to get around mobs they dont want to have to | deal with or to do mass transportation of PC that could not normally get | to a location on foot. I just normally see this spell as a big "cheat" | on most muds. Though I guess if it gets imped I'll just hack it back out. I'm behind Ryan all the way here! As a tiny-architect, I set things up the way I do to challenge players and make them think in specific ways (hopefully!) rather than simply going around killing things. Allowing high level characters simply going _directly_ to what they want to kill, bypassing any need to learn the route, avoid DTs and "minions", etc, etc, is a really evil thing IMO. No challenge to "portalling" to a mob from the temple/town square, getting the party ready, and then simply jumping in and killing that mob, taking it's treasure, and then recalling out. *shiver* I'm opposed to this, in case anyone didn't notice :) | > Special procedures for objects: | | Yea, this is generally a "good thing". Any chance of including it in | Circle 3.0? It would also be great to be able to give special procs to | rooms so that you could have a volcano that occationally cast a fireball | in the room, or similar things. Spec_procs for rooms would be nice - adding certain room types, such as 'RIVER', would be even nicer! Teleport rooms, a la Silly code, provide much to play with as far as adventure building goes (note that this is NOT the same thing as mere building - "teleport rooms" provide the sense of time passing, and give more meaning to waiting to see what happens. On Wiley Diku, a Silly deriv, I had plans for some complex uses for this, including self-running quests (I'm going to have to search my memory for the details to this idea...) and allowing players to encounter 'caravans' moving down a road, having changing room descripts as a player moves 'temporaly' rather than physically, describing the caravan getting closer, etc to the players. Time-related room descripts would also be cool - having a bar 'bustling with activity' during the night, but empty during the day, or changing the look and feel of a forest from day to night. Seasonal descripts are another idea... These would require a bit more work on a builders part, but it would be optional... a room in the desert shouldn't say 'the sun beats down on you' at night, nor should 'sunbeams trickle through the thick foliage of the oaks' at night in the winter ;) Danny +---------------------------------------> | Danhiel Baker // Derkhil CatSpawn /) /) Fade away | dbaker@sa.dcs.uga.edu ( o o ) into the | dbaker@jb.ucns.uga.edu = x = ethereal grey... | Work: 542-0123 Pager: 369-2781 m m +--------------------------------> ***(=======-
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