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<H1>Re: [MUD-Dev] Affect of personalizing cannon fodder mobs</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>: Re: [MUD-Dev] Affect of personalizing cannon fodder mobs</LI>
<LI><em>From</em>: Chris Turner &lt;<A HREF="mailto:christ#rd,bbc.co.uk">christ#rd,bbc.co.uk</A>&gt;</LI>
<LI><em>Date</em>: Fri, 15 Oct 1999 14:27:34 +0100 (BST)</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
On Wed, 13 Oct 1999, Matthew Mihaly wrote:

&gt; I think naming your mass mobs is a neat idea personally. We name the
&gt; majority of our sentient mobs, but we do have areas with "goblin miners"
&gt; or whatnot, and this is boring. Having unique names would be fun. My only
&gt; complaint (and realism isn't a big issue for me) is that it seems a little
&gt; weird for an adventurer to know the name of every single one of that horde
&gt; of drooling kobolds.

It's no different to him knowing the names of all the players.  If you
want realism or just something that isn't weird, you could do no worse
than to have everyone shown with a brief description rather than a name
and maybe if they get introduced then it can use a name.

Chris
-- 
christ#rd,bbc.co.uk   #include &lt;stddisclaimer.h&gt;   <A  HREF="http://www.fysh.org/~maddy">http://www.fysh.org/~maddy</A>

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       place of worship" - Duaine Dibley (Red Dwarf - "Back to Reality")




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<LI><STRONG><A NAME="00047" HREF="msg00047.html">Re: [MUD-Dev] Affect of personalizing cannon fodder mobs</A></STRONG>
<UL><LI><EM>From:</EM> Matthew Mihaly &lt;diablo#best,com&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><strong><A NAME="00041" HREF="msg00041.html">[MUD-Dev] Coolmud</A></strong>, 
Ilya, Game Commandos <a href="mailto:Ilya#gamecommandos,com">Ilya#gamecommandos,com</a>, Thu 14 Oct 1999, 02:33 GMT
<LI><strong><A NAME="00042" HREF="msg00042.html">[MUD-Dev] Affect of personalizing cannon fodder mobs</A></strong>, 
Lazarus <a href="mailto:lazarus#ourplace,org">lazarus#ourplace,org</a>, Thu 14 Oct 1999, 02:33 GMT
<UL>
<LI><strong><A NAME="00043" HREF="msg00043.html">Re: [MUD-Dev] Affect of personalizing cannon fodder mobs</A></strong>, 
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Thu 14 Oct 1999, 04:10 GMT
<UL>
<LI><strong><A NAME="00047" HREF="msg00047.html">Re: [MUD-Dev] Affect of personalizing cannon fodder mobs</A></strong>, 
Matthew Mihaly <a href="mailto:diablo#best,com">diablo#best,com</a>, Thu 14 Oct 1999, 18:07 GMT
<UL>
<LI><strong><A NAME="00071" HREF="msg00071.html">Re: [MUD-Dev] Affect of personalizing cannon fodder mobs</A></strong>, 
Chris Turner <a href="mailto:christ#rd,bbc.co.uk">christ#rd,bbc.co.uk</a>, Fri 15 Oct 1999, 17:32 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
<LI><strong><A NAME="00050" HREF="msg00050.html">Re: [MUD-Dev] Affect of personalizing cannon fodder mobs</A></strong>, 
Colin Coghill <a href="mailto:C.Coghill#auckland,ac.nz">C.Coghill#auckland,ac.nz</a>, Thu 14 Oct 1999, 18:07 GMT
<UL>
<LI><strong><A NAME="00059" HREF="msg00059.html">Re: [MUD-Dev] Affect of personalizing cannon fodder mobs</A></strong>, 
Greg Miller <a href="mailto:gmiller#classic-games,com">gmiller#classic-games,com</a>, Thu 14 Oct 1999, 18:36 GMT
</LI>
</UL>
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</UL>
</LI>
<LI><strong><A NAME="00034" HREF="msg00034.html">[MUD-Dev] Interesting little discussion going on at /.</A></strong>, 
Nathan F Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Mon 11 Oct 1999, 21:29 GMT
<LI><strong><A NAME="00033" HREF="msg00033.html">[MUD-Dev] Dan Kegel: A few notes on writing multiplayer games</A></strong>, 
J C Lawrence <a href="mailto:claw#varesearch,com">claw#varesearch,com</a>, Mon 11 Oct 1999, 18:31 GMT
</LI>
</UL></BLOCKQUOTE>

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