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. So > 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. Did this on my MUD code for over a year ago. Not a to advanced system, but basically different weather-zone-types, so each zone had their own weather. That way a "North-pole" zone always had snow, but never rain/lightning etc.. > 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! Or have lightning hit one, in a percentice chance :) > 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! Well. Its a good idea, but the more "real" a MUD becomes, the less people really wanna play them. If they have to take off their armor just to cross a 5-10 rooms desert, it will be to much hassle for them. And people with clients just add remove/wear into their macros, so why bother ? > 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. Small random things like tripping, is a great idea. But should not be too common. But the environment should count as making the MUD-life more challenging.. Love zones filled with spec_procs :) Erik Niese-Petersen AKA Quint the typo Dane Realms of Darkness IMP [If any coder with exp. like to help a bit then please email me. ] +-----------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://cspo.queensu.ca/~fletcher/Circle/list_faq.html | +-----------------------------------------------------------+
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