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<H1>Re: [MUD-Dev] Biosystems (was Fair/Unfair? Scenarios)</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] Biosystems (was Fair/Unfair? Scenarios)</LI>
<LI><em>From</em>: Douglas Couch &lt;<A HREF="mailto:dscouch#purdue,edu">dscouch#purdue,edu</A>&gt;</LI>
<LI><em>Date</em>: Fri, 10 Dec 1999 11:56:54 -0500</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
&gt;Richard Ross wrote:
&gt;&gt;The basic idea (for me anyway) was to have creatures that only came out of
&gt;&gt;their lairs when they were hungry.  A griffin that only ate once a month
&gt;&gt;might seldom be seen out of it's lair (nest?), and when it is out (and
&gt;&gt;hungry) it attacks smaller creatures it encounters on the way, roams around
&gt;&gt;until it's full, then goes home.
&gt;
At 11:48 PM 12/9/99 -0600, dundee wrote:
&gt;The npcs don't need to be playing the game in order to give the illusion
&gt;that the npcs are playing the game.

&lt;clippage&gt;

&gt;But don't do the sim-planet thing.  Just shoot for the end-result.  It's
&gt;quick.  It's easy.  The players see the same thing as if you do some kinda
&gt;neato deallie that takes a year to perfect.  And that is all that matters.

How's about a compromise of the two.  I like the sim-planet idea, but agree
that full scale npcs trotting around the deserted portions of your mud may
be a bit intensive.  What about setting up a smaller scale simulation.  I
was thinking you could have a small routine which keeps track of the
migratory patterns and numbers of smaller prey and general locations and
hunting patterns of predators.  If a user intersects any of these locations
at the proper time they may encounter a predator, various prey, or a
predator preying on its various prey.  The npc's don't have to even exist
until they are spawned by the intersection of a user in their current
location.  It might be cooler than simple random happenstance.  Might also
aid Tracker/Ranger style characters.  You could give them predictive tools
to help them find particular animals.  You could also add in traps and snares.

Doug Couch



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<LI><STRONG><A NAME="00579" HREF="msg00579.html">Re: [MUD-Dev] Biosystems (was Fair/Unfair? Scenarios)</A></STRONG>
<UL><LI><EM>From:</EM> "Dundee" &lt;SkeptAck#antisocial,com&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><strong><A NAME="00577" HREF="msg00577.html">Re: [MUD-Dev] Biosystems (was Fair/Unfair? Scenarios)</A></strong>, 
Philip Loguinov -- Draymoor <a href="mailto:fibhufky#erols,com">fibhufky#erols,com</a>, Fri 10 Dec 1999, 03:16 GMT
<UL>
<LI><strong><A NAME="00586" HREF="msg00586.html">Re: [MUD-Dev] Biosystems (was Fair/Unfair? Scenarios)</A></strong>, 
Mik Clarke <a href="mailto:mikclrk#attglobal,net">mikclrk#attglobal,net</a>, Fri 10 Dec 1999, 21:45 GMT
</LI>
</UL>
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00579" HREF="msg00579.html">Re: [MUD-Dev] Biosystems (was Fair/Unfair? Scenarios)</A></strong>, 
Dundee <a href="mailto:SkeptAck#antisocial,com">SkeptAck#antisocial,com</a>, Fri 10 Dec 1999, 16:28 GMT
<UL>
<LI><strong><A NAME="00583" HREF="msg00583.html">Re: [MUD-Dev] Biosystems (was Fair/Unfair? Scenarios)</A></strong>, 
Travis S. Casey <a href="mailto:efindel#io,com">efindel#io,com</a>, Fri 10 Dec 1999, 16:50 GMT
</LI>
<LI><strong><A NAME="00584" HREF="msg00584.html">Re: [MUD-Dev] Biosystems (was Fair/Unfair? Scenarios)</A></strong>, 
Douglas Couch <a href="mailto:dscouch#purdue,edu">dscouch#purdue,edu</a>, Fri 10 Dec 1999, 17:04 GMT
</LI>
<LI><strong><A NAME="00587" HREF="msg00587.html">Re: [MUD-Dev] Biosystems (was Fair/Unfair? Scenarios)</A></strong>, 
Marc Hernandez <a href="mailto:marc#ias,jb.com">marc#ias,jb.com</a>, Fri 10 Dec 1999, 23:23 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
<LI><strong><A NAME="00564" HREF="msg00564.html">[MUD-Dev] Garbage Collection</A></strong>, 
Miroslav Silovic <a href="mailto:silovic#zesoi,fer.hr">silovic#zesoi,fer.hr</a>, Thu 09 Dec 1999, 12:53 GMT
<LI><strong><A NAME="00558" HREF="msg00558.html">[MUD-Dev] AI's in MUDS and Online Gaming</A></strong>, 
IronWolf <a href="mailto:ironwolf#ewa,net">ironwolf#ewa,net</a>, Thu 09 Dec 1999, 04:46 GMT
<UL>
<LI><strong><A NAME="00560" HREF="msg00560.html">Re: [MUD-Dev] AI's in MUDS and Online Gaming</A></strong>, 
Matthew Mihaly <a href="mailto:diablo#best,com">diablo#best,com</a>, Thu 09 Dec 1999, 05:11 GMT
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>

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