MU>Well, it would be very unrealistic... and the way muds work, they already MU>have 'random encounters'. AD&D random encounters are to simulate the MU>mob/creature/whathaveyou already being there. The DM does not have time to MU>add in, and keep track of every wandering creature in the world, hence MU>random encounters. Well... muds already have this. Load a mob in a field and MU>let it wander. If you run into it, poof, random encounter. If I were a MU>player I'd get kinda pissed if I looked around, no mobs for 3 squares in MU>either direction, I go to sleep for a few minutes to regen and all of a MU>sudden a giant loads in my room and nails me. This is a very good point. I thought about trying to add some random encounter code before, but it was killed in theory. No code ever came of it, and the conclusion was that it was too unrealistic. ;) However, you can help simulate it with propper zone building. I almost always add a room that is not really 'part' of the zone, but has 6 exits all to various points in the zone. Load all your mobs in there, and let them wander wherever they will. As a side note: I have noticed a few more posts lately regaurding Ad&d based MUD. We had a successful political action to turn our MUD from the current Ad&d-ish base we were working toward. In favor of a 'home-grown' gaming system. The argument was as follows: Ad&d is a VERY good system on paper, for people. However, the CPU is what is really doing alot of the WORK in the game world. And the CPU does not have to use a system that works good on paper, it can handle a very complex number system much faster than we can. So we can home-grow a system that is more 'realistic.' We currently have a push toward item damage/destruction and a hit-location system in combat. --Ziz, NetShamen +-----------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://cspo.queensu.ca/~fletcher/Circle/list_faq.html | +-----------------------------------------------------------+
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