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<H1>[MUD-Dev] Cannon fodder mobs alternatives</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] Cannon fodder mobs alternatives</LI>
<LI><em>From</em>: Aaron &lt;<A HREF="mailto:silrathi#harbornet,com">silrathi#harbornet,com</A>&gt;</LI>
<LI><em>Date</em>: Fri, 15 Oct 1999 13:57:50 -0700</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Sender</em>: <A HREF="mailto:mud-dev-admin#kanga,nu">mud-dev-admin#kanga,nu</A></LI>
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<PRE>
Seems to me that if you are going to do anything to alter mobs with
every pop, then merely changing their name is rather trivial.  Besides
the arguments already posted against the idea, there is the fact that
after a brief period in which players think the change is either 'cool'
or 'stupid', it will become invisible to the player in the same way that
the streets of the home city are invisible.

If you're going to add some random changes though, why not add a random
variation to the mobs essential statistics?  I find this idea much more
interesting in the context of 'stock' areas.  Liven them up with mobs
that really are different with each iteration.  Random variation in
hitroll/damroll,. hit points, armor class, even alignment.  At least in
smaug code some of this is built in already, but often builders will
negate the variance by the way they set up their dice.  Obviously you're
talking about a bit of code that can differentiate between 'cannon
fodder' and challenging mobs, so applying it only to stock areas, or
those areas that are just experience runs certainly can't hurt anything.

Silrathi





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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] historians</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<LI><strong><A NAME="00106" HREF="msg00106.html">Re: [MUD-Dev] historians</A></strong>, 
Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Wed 03 Nov 1999, 02:38 GMT
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</ul>
<LI><strong><A NAME="00102" HREF="msg00102.html">Re: [MUD-Dev] historians</A></strong>, 
cg <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Tue 02 Nov 1999, 18:35 GMT
</LI>
</ul>
</LI>
<LI><strong><A NAME="00084" HREF="msg00084.html">[MUD-Dev] Patent problems</A></strong>, 
Richard Bartle <a href="mailto:76703.3042#compuserve,com">76703.3042#compuserve,com</a>, Mon 01 Nov 1999, 18:37 GMT
<LI><strong><A NAME="00083" HREF="msg00083.html">[MUD-Dev] History of online gaming</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Sun 31 Oct 1999, 06:07 GMT
<LI><strong><A NAME="00077" HREF="msg00077.html">[MUD-Dev] Cannon fodder mobs alternatives</A></strong>, 
Aaron <a href="mailto:silrathi#harbornet,com">silrathi#harbornet,com</a>, Fri 15 Oct 1999, 20:41 GMT
<LI><strong><A NAME="00069" HREF="msg00069.html">[MUD-Dev] Library updates</A></strong>, 
J C Lawrence <a href="mailto:claw#varesearch,com">claw#varesearch,com</a>, Fri 15 Oct 1999, 03:46 GMT
<LI><strong><A NAME="00066" HREF="msg00066.html">RE: [MUD-Dev] Pueblo</A></strong>, 
Sellers, Michael <a href="mailto:MSellers#maxis,com">MSellers#maxis,com</a>, Thu 14 Oct 1999, 22:33 GMT
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00068" HREF="msg00068.html">Re: [MUD-Dev] Pueblo</A></strong>, 
Willowreed <a href="mailto:Willowreed#aol,com">Willowreed#aol,com</a>, Fri 15 Oct 1999, 02:04 GMT
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</UL>
</LI>
<LI><strong><A NAME="00055" HREF="msg00055.html">Re: [MUD-Dev] The Best Guy on the Mud Thing</A></strong>, 
Greg Miller <a href="mailto:gmiller#classic-games,com">gmiller#classic-games,com</a>, Thu 14 Oct 1999, 18:07 GMT
</UL></BLOCKQUOTE>

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