> In my current mud rather than have each mob have to have their various > values either default to 11 or set by the builder. Instead the builder > assigns both a size and general intellect rating, from these two you can > extrapolate general stats (with the exception of charisma). >snipped description of the previous< It has been suggested to me on the mud I code for that we should have a default range, based on level, for every mob. The only time builders could break out of this range was if a head builder flagged either the player with the 'head builder' flag, or the mob itself with the flag allowing it for that one mob. I have not implemented this yet, mostly because our combat system is so out of whack that preventative measures like this can't be realistically applied now. > RP, who really hates seeing 1 foot tall fairies wield two-handed > longswords. Actually, what I hate more is seeing people walk around with daggers more powerful than swords, axes more powerful than polearms, whips more powerful than ..well.. alot of things. :) The mud owner at one mud I was on had/has one of those angsty-I-wish-I-was-dark-and-evil-vampire-sneaky-thief-silent-killer sort of hell-bent direction. That's not to say that was the theme of the mud, but that you noticed that the world and code as a whole directed alot of time on making thieves more powerful than most classes (removing the delay on backstab, most powerful weapons/armor in the game, etc). I screamed when I saw all the most powerful weapons were daggers - for every level group (the weapons were level restricted). I suggested a system like that for the builders above - but limiting weapon ability based on the type (about 30 broad classifications, mainly sorted into size, impact/slash/stab/other). Thus a dagger would never do more than 8 points of damage in an attack (8d1 max). Of course, if a builder wanted to make it more powerful/magic/etc, that's what affectations are for. The jury is still out on this one - so far the response has been overwhelmingly negative though. I fear most who make the decision are players more than admins and they don't have the ability to - in their eyes - hamstring their own players. PjD +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | +------------------------------------------------------------+
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