Axiem wrote: > > I'm also planning on getting rid of weather, since I can't see any > particular purpose (oh, and I'm eliminating control weather, of course) > behind it. Well, for one it's atmospheric (excuse the pun), we're using the string parser from the Circle ftp site and builders are encouraged to take weather, and the time of day into account when describing rooms. Rain is particuarly nasty to poorly packed equipment, and damp players are prone to catching cold. Similarly it is a foolish player who ventures into the great outdoors without a lantern as foul weather soon reduces torches to a bundle of soggy twigs. All these things could be seen as going overboard on detail and may be unneccessary to h&s games, but it does make things interesting when players choose their equipment based on seasonal variations. If you really want a good reason to keep weather in, you should consider how it might affect magic, elementalism in particular. 'Control Weather' can be such a useful spell for setting the scene for other elemental magics which depend on favourable conditions. No point in attempting 'sunfire' if the sky is over cast and it's chucking it down in buckets. Rather than you removing weather altogether, I'd actually encourage you to develop it further, the zone weather patch on the ftp site is a good start, and adding more weather types, like snow as well as adding wind speed can really make for interesting MUDding in my opinion. -> Ben +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | +------------------------------------------------------------+
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