On Sat, 1 Feb 1997, Daniel Koepke wrote: > Weather, as it is now, accounts for a lot of things, but it's > universal. A storm in one place means a storm in another. Thus, > I might suggest making different zones have different weather. o > it could be raining in Midgaard and bright and sunny in Rome. The > natural extension thus, is to make zones be able to modify the > weather, so it's burning hot in the desert, rainy and stuffy in > the rain forest, freezing cold on the peaks of mountains, etc. If > we then have zones that are traditionally colder, we can then > evolve weather even further. Make it colder at night, have zones > with longer/short seasons that affect weather, etc. if you wanted to have zones that were traditionally colder /hoter / moister / dryer...you'd prolly have to set up the world with some set pattern (ie: like our earth... the poles cold, equator area warm.. and so on...) otherwise it would be silly to have a desert located 2 rooms from a artic glacier > > So, now we have the base system here designed. We can then get to > the really fun stuff in having weather affect players in nasty ways. > It's burning hot? Movements down (or exhaustion up), getting thirsty > faster, getting weaker... Freezing cold? Watch out for frostbite! > Raining? Don't want that armor to get rusty... Hail? Owwww, that's > got to hurt! Snowy? Moving will be a lot harder. Wet/Icy? Don't > slip! > would also bring out a whole new array of equipement - weather protection ie: rain gear tents parkas visors and maybe even some new type of spells: (clerics or maybe mages) ie: sunblock (self explanitory i think) camelskin, camel hump (something that helps them store more water -- not dehydrate so fast) furcoating (keeps them warmer) and so on... perhaps it would even bring on new types of food/liquids ie: oatmeal, coffee, hot stew etc.. for colder climates lemonaid, watermelon, ice cream etc.. for the hot times > Adds quite a bit of depth when players aren't going around wearing > full plate mail in the middle of a desert, eh? Give them a challenge! challenge them to make those macros to quickly put on that armor when the sandworm appears *laughs* > > I think a common problem implementors face is making their game more > challenging. The "obvious" (but wrong) solution to this problem is to > make tougher mobiles, weaker objects, etc. Instead of upsetting the > game balance like that, why not put players up against the enviroment > they're in, as well as it's inhabitants. Traps and perils, bad weather, > fog and mist, creepers and tangled mats of vines to trip you up. It > doesn't necessarily discourage any activity, just makes players think > about more things before they rush and attack. If things are in the > way, they might decide against playing rough while in that rain forest. > Tripping could be their death. > would definitely make it much more interesting > Your thoughts, suggestions, bashing? > good ideas Daniel anyways...perhaps I went a bit overboard with my ideas as to extensions of the weather..but oh well.. just ideas - L oh.. btw in response to your idea about your pk mud, it in some ways reminded me of Genocide (geno.shsu.edu 2222) -- tho Geno is an LP =P +-----------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://cspo.queensu.ca/~fletcher/Circle/list_faq.html | +-----------------------------------------------------------+
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