I thought that too, but I think how good or evil a mobile is isn't really related to level. If you really want low level mobiles to have a smaller effect on alignment, just instruct your builders to assign aligmnent to the mobs based on level guidelines. -Naved ______________________________ Reply Separator _________________________________ Subject: Re: alignment change algorithm? Author: MMOYER@SDCC10.UCSD.EDU@UMC@HANNET at DECPostmaster Date: 7/21/94 3:41 PM The text for alignment (displayed by `score') sounds pretty good. For the alignment change, though.... As usual, this is just a thought of the top of my head, but how about throwing in some component regarding the level of the mob relative to the PC's level? Something along the lines of this: kill a mob of align N, and you move 2*ratio% towards an align of -N, where ratio is the mob's level over your own. That 2 is kind of an arbitrary choice, and would vary depending on the maximum possible value of `ratio'. Justification (maybe): Say you have wimpy little black cats in the main town that are pretty evil. For a level 1 character, killing these cats would be a make them somewhat good. On the other hand, would a level 25 player's alignment change just as much for killing the same cat? The formula I gave may not be best, but such a system (however it was imped) would create something of a `karmic inertia'... the farther on you get in life, the more established your karma becomes, and the more drastic feats must be to change it. Did that make sense at all? ;) -- -Mathue Moyer -mathue@ucsd.edu
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