On Tue, 4 Nov 1997, j f chaos wrote:
-> I would also add in the ability for mobs to attack multiple
->targets(can't remember the name of the snippet).
Not terribly difficult. I would probably go a lot further, and
redesign the combat system before I did trivial things like that,
though. I like doing the big, bad stuff first. :)
-> Add an RP base for the mud, so that mobs are actually there for more
->than just beating up. (Although it can be fun sometimes)
I don't know if I follow the concept of a, "RP base." In other words,
what exactly is a "RP base"? I would think it up to the individual
administrator/coder to implement the style of role-playing he or she
most desires. I wouldn't object to providing a script language, or
perhaps a (primordial) logic engine for NPCs (e.g., if it is snowing,
put on some clothes; if I'm smart and aggressive, and the person in
front of me is 20' tall and carrying an oversized Claymore; and I'm
2'4" and armed with a slingshot, I'll be smart enough to not get
myself killed).
-> The ranged weapons patch is a good one to add, so that you don't
->always have to be up close and personal w/ the mob
I...errr...Bob...would never add patches to a derivitive unless they
were written solely for BobMUD (if this ever comes to fruition, that
might as well be its name; then...Bob...can have a little historical
section on, "Why BobMUD?" four years from now), and even then, I would
probably work on my own implemention.
-> I don't know if I'd be willing to take anything out besides quite a
->few of the stock areas.
I was thinking about removing all the stock areas, changing the
database format (maybe bothering to write a converter :P), and
including a little Limbo-like area in the stock code. But I don't
know if that really has the desire affect of making people do
something creative with their MUD. I think it'd either make people
not use BobMUD or force them to bother converting the stock areas.
Your thoughts (on the matter)?
daniel koepke / dkoepke@california.com
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