On Thu, 2 Oct 1997, Andrew Helm wrote: > Cool idea! :) > > In fact, why not just take it a step further and do away with levels > all together. If you think about it levels are just a way of > saying you trade experience for advancement of your character. > Instead of getting the extra hitpoints, thac0, etc in one bundle > let players spend their experience in any manner they want. Players > will be able to customize their characters according to what they > see as important. The cost would depend, of course, on how advanced > the player already is in whatever area they're spending the > experience on. Anything which depends on levels, such as dispel > magic, could be based on an arbitrary number that represents > how advanced a player is "overall". Ummm I thought about this. Two reasons that I'm not going to do it. I don't think the majority of mudders out there would like a mud where they didn't have levels and could say that they were higher than someone else. People like that structure for some reason. *shrug* Second, I really don't want to go through the whole source code and rewrite every GET_LEVEL(ch). I'm sure I could probably rewrite the macro to use the new system but there are so many places that would have to be completely rewritten. Just not something that I want to dive into right now. It's something I might try once I get this mud off the ground. I might take stock code and install all of georges patches that I didn't out into this one now. (Sorry I'm not going to hand patch those combo patches and I didn't look at them before my code got to far from stock to attempt it). Then try to rewrite some major systems. Anyway.. thanks for the feedback. -Rich +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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