<!-- MHonArc v2.4.4 --> <!--X-Subject: Resets and repops --> <!--X-From-R13: Theonyy <Y.Z.Zb-94Nfghqrag.yhg.np.hx> --> <!--X-Date: from major.globecomm.net [207.51.48.5] by mx01.ca.us.ibm.net id 858590347.54075-1 Mon Mar 17 09:19:07 1997 --> <!--X-Message-Id: Pine.SOL.3.95.970317084159.12799D-100000@sun-cc203 --> <!--X-Content-Type: text/plain --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, Resets and repops</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:K.L.Lo-94#student,lut.ac.uk"> </head> <body background="/backgrounds/paperback.gif" bgcolor="#ffffff" text="#000000" link="#0000FF" alink="#FF0000" vlink="#006000"> <font size="+4" color="#804040"> <strong><em>MUD-Dev<br>mailing list archive</em></strong> </font> <br> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] <br clear=all><hr> <!--X-Body-Begin--> <!--X-User-Header--> <!--X-User-Header-End--> <!--X-TopPNI--> Date: [ <a href="msg00120.html">Previous</a> | <a href="msg00123.html">Next</a> ] Thread: [ <a href="msg00146.html">Previous</a> | <a href="msg00123.html">Next</a> ] Index: [ <A HREF="author.html#00122">Author</A> | <A HREF="#00122">Date</A> | <A HREF="thread.html#00122">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>Resets and repops</H1> <HR> <!--X-Subject-Header-End--> <!--X-Head-of-Message--> <UL> <LI><em>To</em>: Mud Dev Mailing List <<A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A>></LI> <LI><em>Subject</em>: Resets and repops</LI> <LI><em>From</em>: Furball <<A HREF="mailto:K.L.Lo-94#student,lut.ac.uk">K.L.Lo-94#student,lut.ac.uk</A>></LI> <LI><em>Date</em>: Mon, 17 Mar 1997 09:19:09 +0000 (GMT)</LI> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> Hiya folks, Hoped you had a gorgeous weekend! Right, I was thinking about the concept of resets (LP) and repops (dikus)... It's kind of tacky. Won't it be much better to be able to explain why the 23rd platoon which some 'ard Arnie character just vapourised came back? This is what I made up for a CRPG some years back: The HQ which the platoon should have reported to realises something has happened so sends a scout to figure what's up, if this immoral killing of hapless soldiers continue, the HQ would report back to it's regional HQ which will send in the cavalry. Errr, and so on. So everything has a limit, if the 23rd platoon just got vapourised, it shouldn't come back unless the regiment reformed it. Maybe this doesn't really apply to muds too well coz it was originally planned for a computer game. Here's another example: Honest Sammy owns an antique shop in one of those twilight zones just outside the city centre district. One day, a party of players gets involved in a firefight and obliterates his poor old shop. Now, the game driver stores the fact that the shop was closed down because of something violent and the crime rate in there is something close to a warzone. When it comes to a 'reset/repop', the driver rolls a dice to decide if there is gonna be some other gullible shopkeeper (not necessarily an antique store) or should it stay with boarded windows or if the local gang thinks it would be quaint to use it as a den... I was gonna write this for a computer game so that the entire world is created from a few seeds and the actual world changes depending on what the player does to it (I had Megatraveller in mind at the time). Other concept from the same project, I would have released the game as shareware and to encourage things, every few months, I would release a module for it. A module would have contained a timeline of what has happened to the game world and any advances in technology, new places to visit and the changing politics (well, political factions' changes in attitude and possible actions coz the player could change the way events go). I think this would be quite cool to add to a mud, every few weeks or so, you write a module which the mud reads in and adjusts the mud world. Reasoning behind this is: Most muds are static, every set hours, the mud reboots and the same old things are there in the same old places. This is extremely silly in muds which keep their own mud dates. Especially if it is something ridiculous like 5 mins real time = 1 hour mud. I suppose this doesn't apply so much in fantasy muds where events happen once a month anyway. For a sci-fi one though... In case you're wondering, the computer game never did got off the ground... I started mudding. Asides, I worked out the save file for it woulda been starting at 4 megs (on an Amiga). Okay, the above is sort of complex, care to cut it down to something implementable? I've noticed there's a post that things which don't have any bearings on the player direction should not be processed at all by the driver. I have to disagree on this one for the reasons above. There should be something happening in the background. Then again, maybe it's because I'm aiming for a universe (d'oh, stupid ;) | "Swing it, shake it, move it, make it, _O_O_ Ling - Freshwater fish Who do you think you are?" - Spice Girls </PRE> <!--X-Body-of-Message-End--> <!--X-MsgBody-End--> <!--X-Follow-Ups--> <HR> <!--X-Follow-Ups-End--> <!--X-References--> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg00120.html">Re: Just a bit of musing</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg00123.html">Re: Resets and repops</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg00146.html">Re: List software</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg00123.html">Re: Resets and repops</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#00122"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#00122"><STRONG>Thread</STRONG></A></LI> </UL> </LI> </UL> <!--X-BotPNI-End--> <!--X-User-Footer--> <!--X-User-Footer-End--> <ul><li>Thread context: <BLOCKQUOTE><UL> <LI><STRONG>Re: List software</STRONG>, <EM>(continued)</EM> <ul compact> <LI><strong><A NAME="00129" HREF="msg00129.html">Re: List software</A></strong>, Nathan Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Tue 18 Mar 1997, 12:33 GMT </LI> <LI><strong><A NAME="00137" HREF="msg00137.html">Re: List software</A></strong>, Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Tue 18 Mar 1997, 23:44 GMT </LI> <LI><strong><A NAME="00145" HREF="msg00145.html">Re: List software</A></strong>, claw <a href="mailto:claw#null,net">claw#null,net</a>, Thu 20 Mar 1997, 02:48 GMT </LI> <LI><strong><A NAME="00146" HREF="msg00146.html">Re: List software</A></strong>, claw <a href="mailto:claw#null,net">claw#null,net</a>, Thu 20 Mar 1997, 12:32 GMT </LI> </ul> </LI> <LI><strong><A NAME="00122" HREF="msg00122.html">Resets and repops</A></strong>, Furball <a href="mailto:K.L.Lo-94#student,lut.ac.uk">K.L.Lo-94#student,lut.ac.uk</a>, Mon 17 Mar 1997, 17:19 GMT <UL> <li><Possible follow-up(s)><br> <LI><strong><A NAME="00123" HREF="msg00123.html">Re: Resets and repops</A></strong>, Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Tue 18 Mar 1997, 01:13 GMT </LI> <LI><strong><A NAME="00126" HREF="msg00126.html">Resets and repops</A></strong>, claw <a href="mailto:claw#null,net">claw#null,net</a>, Tue 18 Mar 1997, 02:59 GMT </LI> <LI><strong><A NAME="00134" HREF="msg00134.html">Re: Resets and repops</A></strong>, Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Tue 18 Mar 1997, 15:05 GMT </LI> <LI><strong><A NAME="00136" HREF="msg00136.html">Re: Resets and repops</A></strong>, Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Tue 18 Mar 1997, 23:44 GMT </LI> </UL> </LI> </UL></BLOCKQUOTE> </ul> <hr> <center> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] </center> <hr> </body> </html>