In a message dated 9/7/98 7:26:03 PM Eastern Daylight Time, litbisc@CROSSLINK.NET writes: > What's people's thoughts of restricting / eliminating recall? Ive been > designing my mud with more of a RP slant than most (circle & RP togther is a > whole different discussion..=:)..) and Ive considered changing the whole > traditional "I'll find may there somehow and recall back" theory. Of > course, it requires above average, consistent world design, fairly observant > players..etc.. but I can always hope..=:) > I am having the same problem at the moment. An idea sprang to my mind the other day. For every, lets say 15 (depends on your level system), levels you get, you get a 'link'. This link is merely the vnum of a room stored in the pfile. When a player is granted a new link, they may place it anywhere in the world. Links can be moved at will. Then they can 'shift' to that link. Links can be moved at will. If a player has 3 links (level 45), then they could "shift 1", or "shift 3". The catch to the player is that they have to go to the room before placing a link, requiring them to explore at least a little. There are HUGE problems with this idea that I am slowly but surely uncovering. The main one is that players would probably restrict themselves to the places they have links to. Perhaps I can implement a system so you get less experience everytime you kill a mob? Or maybe grant them only ONE link, and restrict that link to only certain places (phouses, clan halls, temples, etc). I dunno. I just thought I'd run the idea by y'all and hope that out of the 500 people on the list a few would give me their opinions. - Kieran of Darkening Skies "Be careful what you laugh at, it might laugh back." -- Sonia Lyris +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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