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<H1>[MUD-Dev] Re: let's call it a spellcraft</H1>
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<LI><em>To</em>: &lt;<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>&gt;</LI>
<LI><em>Subject</em>: [MUD-Dev] Re: let's call it a spellcraft</LI>
<LI><em>From</em>: "S. Patrick Gallaty" &lt;<A HREF="mailto:patrick#gric,com">patrick#gric,com</A>&gt;</LI>
<LI><em>Date</em>: Mon, 28 Sep 1998 10:19:40 -0700</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
Something I did once with another wizard that might amuse you -
way back in the bad old days of LPMud 1.x, I wrote a mage guild 
(The Temple of the Green Sun), and a while later - another wizard
wrote a guild of warlocks called "The Furies".  
We decided to make them competitive, and to facilitate this we did
a lot of things (such as the ability to sacrifice each opposing guild's
members corpses etc.) - but one of the most interesting projects was that 
each guild would have mini-quests which upon completion would raise both
the maximum mana and mana regeneration rate of all of the members
of whichever guild had done their version of the mini-quest.
Thus the two guilds were at one another's throat pretty much
constantly, and there was a great deal of animosity and struggle.

I had strongly considered putting in a location based mana system
where mana was a finite supply that was drained by big use.
I like the idea, I'd be interested in seeing it.

-----Original Message-----
From: Vadim Tkachenko &lt;vt#freehold,crocodile.org&gt;
To: mud-dev#kanga,nu &lt;mud-dev#kanga,nu&gt;
Date: Friday, 25 September, 1998 19:40
Subject: [MUD-Dev] Re: let's call it a spellcraft


&gt;Niklas Elmqvist wrote:
&gt;
&gt;[skipped] 
&gt;&gt; Of course, this kind of balancing system almost *requires* that we use a
&gt;&gt; fixed-spell system (that is, a system where the spells are defined by the
&gt;&gt; admins instead of created by the players) -- otherwise, it is very hard
&gt;&gt; for the server to determine that two very different spell snippets might
&gt;&gt; do the same thing, and thus reduce the efficiency of the spell. (You could
&gt;&gt; do some kind of calculation on the required power "types" for spells,
&gt;&gt; though... Such as many people using spells requiring Fire, and
&gt;&gt; consequently, the efficiency of fire spells are reduced.)
&gt;
&gt;Here the world balance comes into play - you have the total amount of
&gt;magic energy constant (to be exact, depending on the number of players)
&gt;and make a process of acquiring the needed power proportionally
&gt;difficult. Also, the old theme about god's energetics comes around ;-)
&gt;
&gt;&gt; -- Niklas Elmqvist (d97elm#dtek,chalmers.se) ----------------------
&gt;
&gt;-- 
&gt;Still alive and smile stays on,
&gt;Vadim Tkachenko &lt;vt#freehold,crocodile.org&gt;
&gt;--
&gt;UNIX _is_ user friendly, he's just very picky about who his friends are
&gt;
&gt;-- 
&gt;MUD-Dev: Advancing an unrealised future.
&gt;
&gt;



</PRE>

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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] Re: let's call it a spellcraft</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="01258" HREF="msg01258.html">[MUD-Dev] Re: let's call it a spellcraft</A></strong>, 
quzah [sotfhome] <a href="mailto:quzah#softhome,net">quzah#softhome,net</a>, Sat 26 Sep 1998, 06:24 GMT
</LI>
<LI><strong><A NAME="01259" HREF="msg01259.html">[MUD-Dev] Re: let's call it a spellcraft</A></strong>, 
quzah [sotfhome] <a href="mailto:quzah#softhome,net">quzah#softhome,net</a>, Sat 26 Sep 1998, 06:27 GMT
<UL>
<LI><strong><A NAME="01260" HREF="msg01260.html">[MUD-Dev] Re: let's call it a spellcraft</A></strong>, 
Oliver Jowett <a href="mailto:oliver#jowett,manawatu.planet.co.nz">oliver#jowett,manawatu.planet.co.nz</a>, Sat 26 Sep 1998, 07:28 GMT
<UL>
<LI><strong><A NAME="01325" HREF="msg01325.html">[MUD-Dev] Re: let's call it a spellcraft</A></strong>, 
J C Lawrence <a href="mailto:claw#kanga,nu">claw#kanga,nu</a>, Mon 28 Sep 1998, 03:05 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
<LI><strong><A NAME="01332" HREF="msg01332.html">[MUD-Dev] Re: let's call it a spellcraft</A></strong>, 
S. Patrick Gallaty <a href="mailto:patrick#gric,com">patrick#gric,com</a>, Mon 28 Sep 1998, 17:19 GMT
</LI>
</ul>
</LI>
<LI><strong><A NAME="01136" HREF="msg01136.html">[MUD-Dev] Re: Medievia</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Wed 23 Sep 1998, 15:30 GMT
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="01149" HREF="msg01149.html">[MUD-Dev] Re: Medievia</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Wed 23 Sep 1998, 19:29 GMT
<UL>
<LI><strong><A NAME="01159" HREF="msg01159.html">[MUD-Dev] Re: Medievia</A></strong>, 
Adam Wiggins <a href="mailto:adam#angel,com">adam#angel,com</a>, Wed 23 Sep 1998, 21:35 GMT
<UL>
<LI><strong><A NAME="01175" HREF="msg01175.html">[MUD-Dev] Re: Medievia</A></strong>, 
J C Lawrence <a href="mailto:claw#kanga,nu">claw#kanga,nu</a>, Thu 24 Sep 1998, 02:34 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>

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