> Not on topic.. but why do you want to have percentage loading? It would > seem to me that other (read "better") ways of limiting player's power > could be achieved. As a player I always hated with a passsion the > random loading of mob eq. on the muds I played. > > --Mallory Do you have any suggestions on "other" ways of limiting player's access to precious eq. It doesn't sound like precious eq repoping every reboot is a better alternative to object repop chances at zone reset because then you have all the higher level chars running for "The red loincloth" each time the mud crashes and then try to sell it for outrageous prices. I am curious to hear how other people have solved that problem. I choose to limit equipment by creating a bunch of standards based equipment, and limiting the rest to quests a player can figure out, if they invest the time. I use a script system for mobs I developed, though mobprogs would do the job equally well. We are using weight primarily to limit a character's ability to carry stuff around. Using a 1-100 stats based system allows enough room to provide a good increase in weight carrying ability as strength and dexterity increases due to increased stats (via one-time quests.. and equipment) I believe the huge number of variations that having 7 stats at 1-100 each, and using a skill based system, while enforcing a set of standards on object affects is a better system than not putting items on mobs, limiting equipment to minimum level, and so on. This is just my philosphy.. One of many I'm sure. :-) --Mallory +-----------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://cspo.queensu.ca/~fletcher/Circle/list_faq.html | +-----------------------------------------------------------+
This archive was generated by hypermail 2b30 : 12/18/00 PST