Re: [AD + GAMEPLAY] Set standards for gameplay

From: John Evans (evansj@HI-LINE.NET)
Date: 05/04/98


On Mon, 4 May 1998, Chuck Reed wrote:

> Hi there.  I have been trying to come up with some basic standards for mob
> and obj stats for my builders, but I really (REALLY) suck at doing things
> like this.  I'm looking for any ideas, suggestions, or people who would be
> interested in joing us in our efforts.

Mobs are easy. Preset ALL stats based on the mob's level and tell the
creators that they can only modify stats +/- 10% from the preset values.

Objs are harder. I have 50 levels. I broke down the objs into 6 power
levels:
 1 - 10: Newbie
11 - 20: Experienced
21 - 30: Average
31 - 40: Advanced
41 - 50: Expert
  Quest: Most Powerful and usually unique

I went through and stated things like the following:
ITEM_TYPE
Extra flags allowed: All, except XXXX
Affect flags: List what spell affects the item can imbue upon owner.
Applies allowed:
  list applies allowed and what range of affect they can have.
Values:
  list the values here and state what ranges are acceptable.

Do that for each item type and each power level and you have yourself
standards. I did the quest items first. That way I set the cap for the
"most powerful" items allowed in the game. Each power level that I went
down, I removed and/or lessened some of the abilities that the item type
had until I was all the way down to newbie. If the newbie stats were not
what I wanted, then I started over with the reduction in power and
continued to do this until I was satisfied.

Hope this info helps.

John Evans <evansj@hi-line.net>  --  http://www.hi-line.net/~evansj/

Any sufficiently advanced technology is indistinguishable from magic.
--Arthur C. Clarke


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