1997Q2/
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<H1>Re: [MUD-Dev] Life</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI>
<LI><em>Subject</em>: Re: [MUD-Dev] Life</LI>
<LI><em>From</em>: <A HREF="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</A></LI>
<LI><em>Date</em>: Tue, 03 Jun 97 10:02:02 -0700</LI>
<LI><em>Reply-to</em>: <A HREF="mailto:claw#null,net">claw#null,net</A></LI>
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<PRE>
In &lt;<A HREF="msg01011.html">Pine.SOL.3.95.970601112351.17958D-100000@sun-cc203</A>&gt;, on 06/01/97 
   at 10:31 AM, Ling &lt;K.L.Lo-94#student,lut.ac.uk&gt; said:

&gt;On Fri, 30 May 1997 clawrenc#cup,hp.com wrote:

&gt;&gt;   I don't have a global naming system.  Thus a PK'er can't do a "who",
&gt;&gt; and then track down the victim.  Instead they must first locate the
&gt;&gt; other player without any implicit way to differentiate them from a
&gt;&gt; mobile (there is no command which will return, "this is a mobile" as
&gt;&gt; vs "this is a player body").  Then, once they have found them they
&gt;&gt; must assign a name to them (body specific, not character specific),
&gt;&gt; and then track them down from there.

&gt;This relative naming system is extremely appealing.  Sounds like
&gt;murder on the database though.  Does the PKer need to be in the same
&gt;room to name someone else?  So I could just zip around the mud to
&gt;avoid being pin pointed?  Perhaps a history of personas met could be
&gt;stuffed in the player, for the slower typers.

Currentlt the namer has to be in the same room as the named.  The body
being named actually has no say or influence in the process.  I've
been wanting for a while not do some sort of recall facility as you
describe such that a name could be applied to a body seen some time
ago, but I haven't come up with a system which decently represents
time, venue, degree of interaction at the time, actions of the other
body at the time.  I susect that I'm getting more complex than I'd
like -- I don't wish to even attempt to replace human memory, but I do
want some way that a player can enter something to the effect of:

 "Name that green chap I saw yesterday doing somersaults 
  down High Street, 'Bubba'."

&gt;&gt;   Additionally as bodies are a fairly fluid thing, killing a
&gt;&gt; character's body typically has little permanent effect on the
&gt;&gt; character.  He has other bodies, or can easily get other bodies.  It
&gt;&gt; is an incovenience and a disruption of the current action.

Note: Looking back on what I wrote in the quoted message, I wonder how
I typed it.  It very poorly reflects the actual implementation of my
system.  Ergo, there will be some corrrections/

&gt;Sounds like players are hard to kill.  

Bodies range from easy to bloody impossible to kill.  This is both
depeandant on the controlling character and the body itself.  Ever
tried to kill a whole swarm of bees with a sword?  Or a sentient
semi-mobile rock?

Characters are easy to fight.  Characters are next to impossible to
identify unless they 'fess up.  Characters are difficult to kill. 
Killing a character will require the equivalent of chasing a ghost
thru a topological nightmare matrix of teleport booths and throwing
everthing you've got at him, hoping some of it hits for long enough to
do damage, and persisting until he pops.

&gt;Will certain bodies be endowed
&gt;with advantages other bodies may not have which will encourage
&gt;players to defend those bodies?  

Yup.  All the standards such as strength, agility, flight etc, and
most especially if it is a character's last body, or a body that was
particularly tough to get.

&gt;&gt;   {Possible new feature}  If I do this, upon a PK the dead character
&gt;&gt; becomes attached to the PK'er as a partial owner.  This places the
&gt;&gt; PK'er at increasing risk as the numbers of PKs increases.  Actually,
&gt;&gt; with the fuid state of bodies this is not necessarily such a problem: 
&gt;&gt; A PK'er could pick up a second, third, fourth, or umpty-fifth body,
&gt;&gt; run about on a killing spree, let the body get killed and actually
&gt;&gt; engender no ill effects upon himself as a character.

&gt;I don't actually see how this helps as a feature if the dead body
&gt;does not lumber the PKer with a disadvantage of some sort.  Unless
&gt;the character suffers in some way from owning too many bodies.

You mis-understand. When a PK'er kills a body.  The character who owns
that body is attached to the body of the Pk'er as a partial owner. 
Essentially what this means is that as the PK'er kills more and more
bodies he places his own control of that body more and more at risk
(the partial owners can exert control and steal the body from him).  

Think of it this way:

  Bubba has a body called Boffo.

  Bernie has a body called Bruce.

  Thwacker has a body called Ouch.

  Boffo kills Bruce.

  Bernie is attached to Boffo as a partial owner.

  Boffo kills Ouch.

  Thwacker is attached to Boffo as a partial owner.

  Bernie sees that Bubba/Boffo is weakened, and tries to the 
    steal the Boffo body from Bubba.  There is a big will power 
    fight.

  Thwacker sees a mobile (or player) walk by with a nice strong 
    body.  He steals the body from the mobile, and then uses 
    that to attack Boffo.

  Miraculously Bubba/Boffo reigns supreme and wins over them all.

  Thwacker and Bernie get together and both fight Bubba for the 
    Boffo body.

  Thwacker ends up with the Boffo body (now in really poor shape).

  Bernie does whatever.

&gt;&gt; The general side-effect I've concentrated on is to render individual
&gt;&gt; PK's as inconvenient but not catastrophic to a player, and to then
&gt;&gt; ensure that concerted or sustained attacks by a PK'er on an individual
&gt;&gt; other player is technically both not feasible and almost impossible to
&gt;&gt; sustain.  What this leaves is the player who goes on a PK spree,
&gt;&gt; killing eveyrthing he can find.  That is again diminished by
&gt;&gt; effectively ensuring that that body will be short lived, and having
&gt;&gt; none of that game-specific advantages accrued from the PK spree
&gt;&gt; reflect on that character's other bodies.  As such its reduced to
&gt;&gt; annoying flash in the pan.  

Actually the gains from the PK do reflect on the character,  The thing
is those reflections are both damaging and beneficial.  You gain on
the one side, and lose a lot on the other.

&gt;Surely this would make PK a thing of the past?  If it is near
&gt;impossible to wipe out another character, why bother?  It seems as if
&gt;characters are near immortal on your mud, which, for me would dampen
&gt;my enjoyment.  I need to die! :)

Killing a character is immenseley difficult, has unpredictable
success, and is hugely profitable.  __Weakening__ a character is much
easier, but will also tend to weaken the attacker.  Killing a body
gives a temporary advantage in the mundane physical world (EQ,
position, etc) which can then be extrapolated into much greater gains
with correct play.

-- 
J C Lawrence                           Internet: claw#null,net
(Contractor)                           Internet: coder#ibm,net
---------------(*)               Internet: clawrenc#cup,hp.com
...Honorary Member Clan McFUD -- Teamer's Avenging Monolith...


</PRE>

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<LI><STRONG><A NAME="01011" HREF="msg01011.html">Re: [MUD-Dev] Life</A></STRONG>
<UL><LI><EM>From:</EM> Ling &lt;K.L.Lo-94#student,lut.ac.uk&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] RP=MUSH/PG=MUD</STRONG>, <EM>(continued)</EM>
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<LI><strong><A NAME="01199" HREF="msg01199.html">Re: [MUD-Dev] RP=MUSH/PG=MUD</A></strong>, 
Ling <a href="mailto:K.L.Lo-94#student,lut.ac.uk">K.L.Lo-94#student,lut.ac.uk</a>, Thu 05 Jun 1997, 23:35 GMT
</LI>
<LI><strong><A NAME="01208" HREF="msg01208.html">Re: [MUD-Dev] RP=MUSH/PG=MUD</A></strong>, 
Nathan Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Fri 06 Jun 1997, 04:46 GMT
<LI><strong><A NAME="01229" HREF="msg01229.html">Re: [MUD-Dev] RP=MUSH/PG=MUD</A></strong>, 
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Fri 06 Jun 1997, 14:00 GMT
</LI>
</LI>
<LI><strong><A NAME="01201" HREF="msg01201.html">Re: [MUD-Dev] RP=MUSH/PG=MUD</A></strong>, 
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Fri 06 Jun 1997, 00:02 GMT
</LI>
</ul>
</ul>
</ul>
<LI><strong><A NAME="01100" HREF="msg01100.html">Re: [MUD-Dev] Life</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Wed 04 Jun 1997, 00:27 GMT
</LI>
</ul>
</ul>
</ul>
</ul>
</ul>
<LI><strong><A NAME="00933" HREF="msg00933.html">Re: [MUD-Dev] Life</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Fri 30 May 1997, 01:27 GMT
<UL>
<LI><strong><A NAME="00971" HREF="msg00971.html">Re: [MUD-Dev] Life</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Sat 31 May 1997, 06:29 GMT
</LI>
<LI><strong><A NAME="00993" HREF="msg00993.html">Re: [MUD-Dev] Life</A></strong>, 
Adam Wiggins <a href="mailto:nightfall#inficad,com">nightfall#inficad,com</a>, Sat 31 May 1997, 17:14 GMT
<UL>
<LI><strong><A NAME="01029" HREF="msg01029.html">Re: [MUD-Dev] Life</A></strong>, 
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Mon 02 Jun 1997, 05:00 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
</ul>
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</UL></BLOCKQUOTE>

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