On Thu, 2 Oct 1997, Daniel Koepke wrote: [SNIP] > Argh, no. We're assuming that the *player* should have no bearing > on the game's mechanics. The game should determine whether the > *player character* is able to determine the language. Allowing a > *player* to decipher the language thanks to software or mental > abilities (even if they're playing a 5 intelligence, skull-bashing, > drooling warrior) is *not* right. The ability of a character to > decipher a language by hearing it should be based on the character's > intelligence and abilities, not the *player's*. Ok, then how about this. Everytime a player hears a language they don't know, then the MUD makes a check vs. the characters intelligence. If the check succeeds, then the character will gain a very small amount of skill in that language. If the check fails, then they get no gain on that language and they get a message like "You don't understand what Daniel just said." If they hear a language with which they have some skill, the MUD makes a check vs. that language skill percentage. If the check succeeds, then they understand what was said. If that check fails, then the MUD makes a check vs that character's intelligence, so that they may have a chance to increase their skill in that language, even though they might not have understood what was said. THIS way, the characters have the opportunity of learning a language as they hear it (like in real life), but it is all character based instead of player based. Now that I think about it, this would be very easy to implement. Pop in a language skill, do a couple of fancy checks in do_gen_comm (I think), and pretty soon, people will be chattering in all sorts of languages in order to learn them. I hope this satifies everyone. Whitey +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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