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<H1>[MUD-Dev] Re: There can be.. only ONE!</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Subject</em>: [MUD-Dev] Re: There can be.. only ONE! </LI>
<LI><em>From</em>: J C Lawrence &lt;<A HREF="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</A>&gt;</LI>
<LI><em>Date</em>: Wed, 22 Apr 1998 11:33:19 -0700</LI>
<LI><em>Delivery-date</em>: Wed Apr 22 11:33:37 1998</LI>
<LI><em>Delivery-date</em>: Wed, 22 Apr 1998 11:33:37 -0700</LI>
<LI><em>Envelope-to</em>: claw#kanga,nu</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Sender</em>: "Petidomo List Agent,,,," &lt;<A HREF="mailto:petidomo#kanga,nu">petidomo#kanga,nu</A>&gt;</LI>
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<PRE>
On Fri, 17 Apr 1998 15:36:38 PST8PDT 
Matt Chatterley&lt;matt#mpc,dyn.ml.org&gt; wrote:

&gt; On Thu, 16 Apr 1998, J C Lawrence wrote:

&gt;&gt; On Wed, 15 Apr 1998 19:27:02 PST8PDT Matt
&gt;&gt; Chatterley&lt;matt#mpc,dyn.ml.org&gt; wrote: 

&gt;&gt;&gt; IOW, more or less leaving teams as a largely social construct with
&gt;&gt;&gt; no game mechanics or anything similar to fix them together. Very
&gt;&gt;&gt; desirable, actually. What is a guild? This is. ;)

&gt;&gt; Yup.  What you would supply are excellent communications and
&gt;&gt; tactical coordination tools to encourage group efforts.

&gt; Yeah. This would work nicely. Give them tools, let them build their
&gt; own teams / organisations.

Raph raised a number of very indirect and potentially invaluable
points in his tales of UOL's character involvement.  In particular the 
in-game effect of his guild tools seem notable.

Possible model:

  1) Allow members of a team to be externally identified to
everyone as a member of that team.  Floating name bubbles is one
approach.  DO NOT MAKE THIS MANDATORY FOR ALL TEAMS or you'll lose
nascent, fifth column, and underground teams.

  2) Allow/support team-only uniforms or other insignia.

  3) Private channels for team members.

  4) Overhead mapping available to team members where the map is the
union of areas about each team member (you can make the radius of the
individual map contributions (ie how much each individual contributes
to the map) proportional to player stats, eg altitude, kill ratio
etc).  (encourages tactical approaches and short-term strategy).

  4) Support for hierarchal structures in teams, such as team leaders
and squad leaders etc.  Allow configurable limited control of
individual players by their respective leaders.  (encourages group
tactical thinking).

  5) (Possible?) Supports for team justice systems.  cf the laudably
farcical justice system I keep proposing here.

-- 
J C Lawrence                               Internet: claw#null,net
(Contractor)                               Internet: coder#ibm,net
---------(*)                     Internet: claw#under,engr.sgi.com
...Honourary Member of Clan McFud -- Teamer's Avenging Monolith...

-- 
MUD-Dev: Advancing an unrealised future.
</PRE>

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<LI><STRONG><A NAME="00207" HREF="msg00207.html">Re: [MUD-Dev] There can be.. only ONE!</A></STRONG>
<UL><LI><EM>From:</EM> Matt Chatterley &lt;matt#mpc,dyn.ml.org&gt;</LI></UL></LI>
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<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>
<ul compact>
<ul compact>
<ul compact>
<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><strong><A NAME="00212" HREF="msg00212.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, 14:57 GMT
<UL>
<LI><strong><A NAME="00216" HREF="msg00216.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, 18:56 GMT
</LI>
</UL>
</LI>
</ul>
<LI><strong><A NAME="00585" HREF="msg00585.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, 18:33 GMT
</LI>
</ul>
</ul>
</ul>
</ul>
</ul>
</LI>
<LI><strong><A NAME="00135" HREF="msg00135.html">Personality modelling</A></strong>, 
Oliver Jowett <a href="mailto:oliver#jowett,manawatu.planet.co.nz">oliver#jowett,manawatu.planet.co.nz</a>, Sun 12 Apr 1998, 00:36 GMT
<UL>
<LI><strong><A NAME="00166" HREF="msg00166.html">Re: [MUD-Dev] Personality modelling</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Wed 15 Apr 1998, 01:14 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00134" HREF="msg00134.html">META: Web futures and the demise of MUD civilisation as we know it.</A></strong>, 
coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Sat 11 Apr 1998, 22:04 GMT
<LI><strong><A NAME="00122" HREF="msg00122.html">Seductions of Sim: Policy as a Simulation</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Fri 10 Apr 1998, 17:55 GMT
</LI>
</UL></BLOCKQUOTE>

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