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Re: [MUD-Dev] The Terrorist Class
Ola Fosheim Grøstad wrote:
>
> Harassement and jerks are phenomenas that are generally viewed as
> undesirable by most admins. Now, how would you go about implementing a
> terrorist class on your mud? Is it at all feasible to implement a
> _believable_ terrorist class?
We'll probably have a Nihilist class (and one or two supporting
societies) once CthulhuMud gets established. It'll need some support in
the code base (for graffiti, phamphlets and bombs). At higher levels the
class might even be able to make 'temporary' changes to the mud world
(but without being builders). Bugs, spy holes, periscopes and
stehescopes will also be around. Ranged weapons (snipers rifles) are
also possible, but they tend to unbalance things for the Mobs a bit to
much.
If you take the vie wof a terrorist as 'someone who creates terror' then
having one of our gods animate a Mob like Cthulhu may well qualify.
Mik
--
http://www.geocities.com/SoHo/Cafe/2260
_______________________________________________
MUD-Dev maillist - MUD-Dev#kanga,nu
http://www.kanga.nu/lists/listinfo/mud-dev
- Thread context:
- [MUD-Dev] IMPORTANT ADMIN: New list setup requires your attention,
J C Lawrence claw#kanga,nu, Thu 18 Feb 1999, 00:26 GMT
- Welcome To "MUD-Dev"!,
mud-dev-admin mud-dev-admin#kanga,nu, Wed 17 Feb 1999, 23:38 GMT
- [MUD-Dev] The Terrorist Class,
Ola Fosheim Grøstad olag#ifi,uio.no, Tue 16 Feb 1999, 18:52 GMT
- [MUD-Dev] Re: State of the art?,
Caliban Tiresias Darklock caliban#darklock,com, Tue 16 Feb 1999, 16:31 GMT
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