I am sure all of you will agree with me when I say that the hardest part of building a great MUD lies with properly balancing the MOBs, Objects and Classes. My proposal is this: A builder creates a new MOB in OLC. While in OLC, the builder adds the MOBs name, short description and long description, level and any pertinent flags that make this MOB unique. The builder then exists OLC and types this: Rollmob <vnum of the MOB> The game then checks the MOBs level and rolls its stats (str, con, cha, exp ect.) and adds this MOB to the save list. If the builder doesn't care for the new stats, they may either re-roll the MOB, or edit it again and increase/decrease its level. Since we have NPC Classes on my MUD, we can easily decide which MOBs get a better chance with any given stat. For instance, a level 15 Cleric MOB _should_ have similar stats as a PC Cleric at level 15. I have never liked having to edit in the MOBs hitroll and damroll, and have decided to leave that out altogether. If the builder wishes to increase this, they should give the MOB eq which does this for them. This insures that NPCs and players are on a more level playing field. I have also decided to change the combat system to give the NPCs and PCs the same chances in a fight. Looking at do_hit in fight.c, you can see how the game treats NPCs differently in a combat situation. I'm sure that I can do the same thing with objects. The builder creates a new object, and then types Rollobj <vnum> and the game checks the object's level (also implemented on my MUD) and rolls the stats accordingly (damroll and hitroll applies). The problem with objects is that no one wants every object in the game to be exactly like every other object in the game, therefore I will leave the other applies to the descretion of the builder (i.e. str +/-). Again, having a class flag on the Object insures that the hitrolls and damrolls are properly rolled for the target level and class. Now in most cases, anti-class flags will not be applied to the object, and so any player of another class will be able to use this particular object. I don't see that as a problem, since players can also kill MOBs of other Classes and retrieve the objects they carried. Which brings me to another point. If a character can defeat a higher level MOB in combat, shouldn't they be able to use any eq found on it's corpse? We have object level restrictions on Euridia, and it will be interesting to try and code around this. Anyhow, I'm dropping this to the mailing list in the hopes of spawning a discussion about it. Cheers, -FIRE __________________________________________________ Do You Yahoo!? Yahoo! Calendar - Get organized for the holidays! http://calendar.yahoo.com/ +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | +------------------------------------------------------------+
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