I see your point, I do want to stop high levels helping low levels too much. But if i make it based on damage it may be a little too strict as a level 30 helping a level 1 to level should have some chance of helping them out, i.e. the newbie shouldn't really be able to help the level 30 kill mobs for the level 30 but should still get some exp while grouped. As well as the fact that the senario you decribed could happen without players being grouped anyway as "bouncing" is quite easy on my mud and players can hurt a high level mob and flee, then the newbie comes along and finishes him. Unless i was to take out group_gain() altogether and make exp gain per hit for everyone based on damage. But again the mage is being cut out and so is the skillful thief. On my mud i want mixed class groups, each class on my mud have individual skills which no other class has. For example a theif has a special low duration invisibility spell which no other class has, it allows him to go into certain zones completely undetectable by mobs. I have specific "group" zones in my mud where this skill is essential to disable zone sensors to allow the rest of the group to come in. Anyway, in short the level based group_gain() is lacking in some areas, but leaves a bit of space for players to use it to their best advantage. Where as damage based group_gain being very accurate takes away some of the room for high levels to help low levels and direct damage isn't the only way to help in a kill. Thanx for the suggestion tho Subliminal _________________________________________________________________________ Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com. -- +---------------------------------------------------------------+ | FAQ: http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | | Archives: http://post.queensu.ca/listserv/wwwarch/circle.html | +---------------------------------------------------------------+
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