Re: [Circle] [CODE] Level Drops

From: Scott AJ (et139@city.ac.uk)
Date: 11/06/96


I have played muds like this and they are great (its what i am doing to my
mud :P). Basically when people kill mobs they get exp, and can spend this
exp on more hp's mana and move - all of which get more expensive the more
you have. I have even played a mud where you get hp's the more you lose
them - but i dont like this system quite as much.

amoeba

> 
> hey,
> im just wondering how you will make a no level system work? i mean, what do
> people fight for if not levels? ive never seen this before, but it seems
> like an interesting idea, and i am curious bout it...
> and, no, dropping levels down wont hurt anything, because in structs.h you
> will find a #define lvl_impl 34 etc, just change them down to the
> appropriate levels
> 
> Nic Suzor
> 
> At 06:14 PM 11/4/96 -0800, Wizard Productions wrote:
> >Hey.  Ok I am just starting out on my first circle MUD.  I wanted to find
> >out from somone on here who has been dealing with it a while the answer to
> >this question.
> >
> >I plan on dropping the available levels on my MUD to 10 as apposed to the
> >stock 34.  Is this a safe thing to do?  I want to keep mortals at level 1
> >and run with a levelless system.  I am just worried since the imp level is
> >currently 34 and I want to make it 10 will this cause a major spazz or
> >what??  
> >
> >Thanks for the time.  Thanatos@iCE-Dawn MUD.  
> >
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