> > Well The big decission for most muds is to allow Pkilling or not and if so > allow pkilling to what degree. I have also seen muds where a player starts > out with a set number of fate points and has a small percent chance of > gaining fate points when they level. Each time you die you lose a fate > point, when you have no fate points you are permanently dead. This poses > the problem that pkillers can essentially delete a char by repeatedly > killing him. I have considered having a grace period after losing a fate > point, during which even if you die you will not lose a fate point. Then I > got this crazy idea, what if i change the fate points around, A player will > lose a fate point each time they pkill. That way pkilling should not become > rampant, but heck if a player thinks your worth a fate point he'll kill ya. > I could even see quests for a fate point, these pkillers all fighting each > other just to be able to kill one more time. > Just wondering if anything similar to this has been done, and if so how has > it worked out. > Thanks > Vain > One idea I think "subdues" the need to pkill is make a pk room flag, where by if someone kills a player in that room they ill not get pk flag, and you can also controll as to what punishment or what ever (exp etc wise).. I have developed this idea into a type of battle ground, where players can kill other players for exp (very very limited), neither player dies as such but does have "battele" ground stats etc... Just a Thought Frag
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