<!-- MHonArc v2.4.4 --> <!--X-Subject: Re: [MUD-Dev] There can be.. only ONE! --> <!--X-From-R13: [ngg Qunggreyrl <znggNzcp.qla.zy.bet> --> <!--X-Date: Fri, 17 Apr 1998 22:33:20 +0000 --> <!--X-Message-Id: Pine.LNX.3.96.980417230347.1988A-100000#mpc,dyn.ml.org --> <!--X-Content-Type: text/plain --> <!--X-Reference: 199804161657.JAA171002#under,engr.sgi.com --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, Re: [MUD-Dev] There can be.. only ONE!</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:matt#mpc,dyn.ml.org"> </head> <body background="/backgrounds/paperback.gif" bgcolor="#ffffff" text="#000000" link="#0000FF" alink="#FF0000" vlink="#006000"> <font size="+4" color="#804040"> <strong><em>MUD-Dev<br>mailing list archive</em></strong> </font> <br> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] <br clear=all><hr> <!--X-Body-Begin--> <!--X-User-Header--> <!--X-User-Header-End--> <!--X-TopPNI--> Date: [ <a href="msg00206.html">Previous</a> | <a href="msg00208.html">Next</a> ] Thread: [ <a href="msg00195.html">Previous</a> | <a href="msg00208.html">Next</a> ] Index: [ <A HREF="author.html#00207">Author</A> | <A HREF="#00207">Date</A> | <A HREF="thread.html#00207">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>Re: [MUD-Dev] There can be.. only ONE!</H1> <HR> <!--X-Subject-Header-End--> <!--X-Head-of-Message--> <UL> <LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI> <LI><em>Subject</em>: Re: [MUD-Dev] There can be.. only ONE! </LI> <LI><em>From</em>: Matt Chatterley <<A HREF="mailto:matt#mpc,dyn.ml.org">matt#mpc,dyn.ml.org</A>></LI> <LI><em>Date</em>: Fri, 17 Apr 1998 23:32:38 +0000 (GMT)</LI> <LI><em>Reply-To</em>: <A HREF="mailto:neddy#itl,net">neddy#itl,net</A></LI> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> On Thu, 16 Apr 1998, J C Lawrence wrote: > On Wed, 15 Apr 1998 19:27:02 PST8PDT > Matt Chatterley<matt#mpc,dyn.ml.org> wrote: > > On Tue, 14 Apr 1998, J C Lawrence wrote: > >> On Sat, 11 Apr 1998 18:26:30 PST8PDT Matt > >> Chatterley<matt#mpc,dyn.ml.org> wrote: > > >> -- The map then proceeds to change. I envision an abstract world > >> with moving walls and floors, visual landmarks which can be > >> oriented on over large distances, etc (very Tron-like). The key is > >> that while the base starting map for that is (presumably) well > >> known, it very quickly is no longer true. Changes to the map would > >> be both player created as well as in-game sourced. > > > So basically, the map changes, but the changes from map to map are > > exerted over an extended period of time? > > No. Map changes derived from player base changes are instantaneous. > There is no translation time from the old map to the new (tho its > probably worth putting the check-population-count-and-remap check on a > twenty minute pulse to ensure that the game doesn't spend all its time > flipping maps when some twit writes a robot to log fake players on and > off. > > The result is that from a player perspective the world has a chance of > totally changing all about them every twenty minutes, but they are > guaranteed that *within* that 20 minute period the world will remain > relatively constant. This effectively fracts the game into segments > each a multiple of 20 minutes long, each segment being based on a new > world map. Hmm, quite interesting. Not sure that this is what I want to go with at this point, though - I'm looking into a (more or less) constantly shifting world, and am also going to take on board the idea of different weapons functioning within different 'zones'. Oh, and I intend to add a 'monitor' system so that those not actively playing can watch everything from a sort of 'TV viewer' point of view (while isolated from the game so that they could not communicate in-game to allies - of course they can collaborate RL; I can't address that, and don't want to). The system will certainly be coordinate based, and may or may not use a custom client (completely undecided - the first incarnations will probably work with any telnet-happy thing). My next question, or issue to resolve relates to how to tackle placing players when they enter the game - from a safe room into random coordinates? > >> -- As objects decay and are destroyed, new objects are popped > >> elsewhere in the world. The pop locations are very > >> non-deterministic, and dependant on the current map etc. > > > But for me, roughly not keeping in balance - if I were working (as I > > am currently thinking of doing) to hour-long games, I would want the > > balance to tilt to increase the damage possible towards the end. > > I'd be more tempted to do an equation ala: > > The power of a newly popped weapon is inversely proportional to the > time remaining to the current world map _IF_ the map is due to change > next cycle, and is otherwise constant/pre-set. > > The result would be that players in the final minutes of a world's > life would be toting planet busters, a few minutes before that a > few-dozen-megaton nukes, and etc on down. This also gives the chap > who manages to find the "ultimate" weapon in the last 30 seconds of > the world-life the chance to kill *EVERYBODY* in one single trigger > pull. Yeah. Given a continuous world, and assuming I go with the 'basically human' players and weapons/equipment (as opposed to an idea which KaVir sparked - 'robot' players who collect 'add-ons'), I'm not sure how I'd approach this. > >> > Players are given the option of joining one of several running > >> teams > (colours? something more interesting?), or playing solo. > >> > >> Nahh, boring. > >> > >> -- Make the team concept a player based and derived thing, and then > >> make it anonymous. > >> > >> -- All new players are anonymous and de facto solo. > > > *cower* > > Ahh, but older well established players who are members of successful > teams are ALSO anonymous to members of different teams... Yup. Everyone should be anonymous to begin with, and in general. I quite like the 'account' separate from PC approach, although this causes problems with maintaing teams. Hmm. > > I was certainly not intended to 'publicly' announce new players - > > thats like hanging a bullseye around their necks. > > Quite. Although theres nothing bad about them being targets, it would be 'bad' (from some points of view, I suppose) for them to be targets *to a greater extent* than anyone else. :) > >> -- Players may be tagged by other players as members of their team. > >> This fact is private to the members of that team. ie if you see a > >> character which is a member of a team you are in, he is identified > >> as such. If you share no team memberships, then there is no such > >> identification. > >> > >> -- How a new player goes about ensuring that they are recruited for > >> a team as vs being cannon fodder is their problem. > >> > >> -- Of course a player may thus be a member of many teams and play > >> all against each other. > > > IOW, more or less leaving teams as a largely social construct with > > no game mechanics or anything similar to fix them together. Very > > desirable, actually. What is a guild? This is. ;) > > Yup. What you would supply are excellent communications and tactical > coordination tools to encourage group efforts. Yeah. This would work nicely. Give them tools, let them build their own teams / organisations. -- Regards, -Matt Chatterley Spod: <A HREF="http://user.super.net.uk/~neddy/spod/spod.html">http://user.super.net.uk/~neddy/spod/spod.html</A> </PRE> <!--X-Body-of-Message-End--> <!--X-MsgBody-End--> <!--X-Follow-Ups--> <HR> <ul compact><li><strong>Follow-Ups</strong>: <ul> <li><strong><A NAME="00585" HREF="msg00585.html">[MUD-Dev] Re: There can be.. only ONE!</A></strong> <ul compact><li><em>From:</em> J C Lawrence <claw#under,engr.sgi.com></li></ul> <li><strong><A NAME="00208" HREF="msg00208.html">Re: [MUD-Dev] There can be.. only ONE!</A></strong> <ul compact><li><em>From:</em> J C Lawrence <claw#under,engr.sgi.com></li></ul> </UL></LI></UL> <!--X-Follow-Ups-End--> <!--X-References--> <UL><LI><STRONG>References</STRONG>: <UL> <LI><STRONG><A NAME="00195" HREF="msg00195.html">Re: [MUD-Dev] There can be.. only ONE!</A></STRONG> <UL><LI><EM>From:</EM> J C Lawrence <claw#under,engr.sgi.com></LI></UL></LI> </UL></LI></UL> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg00206.html">Re: Fw: [DESIGN] Combat system</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg00208.html">Re: [MUD-Dev] There can be.. only ONE!</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg00195.html">Re: [MUD-Dev] There can be.. only ONE!</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg00208.html">Re: [MUD-Dev] There can be.. only ONE!</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#00207"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#00207"><STRONG>Thread</STRONG></A></LI> </UL> </LI> </UL> <!--X-BotPNI-End--> <!--X-User-Footer--> <!--X-User-Footer-End--> <ul><li>Thread context: <BLOCKQUOTE><UL> <LI><STRONG>Re: [MUD-Dev] There can be.. only ONE!</STRONG>, <EM>(continued)</EM> <ul compact> <ul compact> <ul compact> <ul compact> <LI><strong><A NAME="00196" HREF="msg00196.html">Re: [MUD-Dev] There can be.. only ONE!</A></strong>, J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Thu 16 Apr 1998, 17:10 GMT </LI> </ul> <LI><strong><A NAME="00190" HREF="msg00190.html">Re: [MUD-Dev] There can be.. only ONE!</A></strong>, Matt Chatterley <a href="mailto:matt#mpc,dyn.ml.org">matt#mpc,dyn.ml.org</a>, Thu 16 Apr 1998, 02:20 GMT </LI> </ul> <LI><strong><A NAME="00186" HREF="msg00186.html">Re: [MUD-Dev] There can be.. only ONE!</A></strong>, Matt Chatterley <a href="mailto:matt#mpc,dyn.ml.org">matt#mpc,dyn.ml.org</a>, Thu 16 Apr 1998, 02:05 GMT <UL> <LI><strong><A NAME="00195" HREF="msg00195.html">Re: [MUD-Dev] There can be.. only ONE!</A></strong>, J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Thu 16 Apr 1998, 16:57 GMT <UL> <LI><strong><A NAME="00207" HREF="msg00207.html">Re: [MUD-Dev] There can be.. only ONE!</A></strong>, Matt Chatterley <a href="mailto:matt#mpc,dyn.ml.org">matt#mpc,dyn.ml.org</a>, Fri 17 Apr 1998, 22:33 GMT <UL> <LI><strong><A NAME="00208" HREF="msg00208.html">Re: [MUD-Dev] There can be.. only ONE!</A></strong>, J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Sat 18 Apr 1998, 00:20 GMT <UL> <LI><strong><A NAME="00211" HREF="msg00211.html">Re: [MUD-Dev] There can be.. only ONE!</A></strong>, Ling <a href="mailto:K.L.Lo-94#student,lboro.ac.uk">K.L.Lo-94#student,lboro.ac.uk</a>, Sun 19 Apr 1998, 13:54 GMT <UL> <LI><strong><A NAME="00213" HREF="msg00213.html">Re: [MUD-Dev] There can be.. only ONE!</A></strong>, Matt Chatterley <a href="mailto:matt#mpc,dyn.ml.org">matt#mpc,dyn.ml.org</a>, Sun 19 Apr 1998, 15:01 GMT </LI> <LI><strong><A NAME="00784" HREF="msg00784.html">[MUD-Dev] Re: There can be.. only ONE!</A></strong>, J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Wed 22 Apr 1998, 18:49 GMT </LI> </UL> </LI> </UL> </LI> </UL> </LI> </UL> </LI> </UL> </LI> </ul> </ul> </LI> </UL></BLOCKQUOTE> </ul> <hr> <center> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] </center> <hr> </body> </html>