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<H1>Re: [MUD-Dev]  Resets, repops and quests</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI>
<LI><em>Subject</em>: Re: [MUD-Dev]  Resets, repops and quests</LI>
<LI><em>From</em>: Shawn Halpenny &lt;<A HREF="mailto:malachai#iname,com">malachai#iname,com</A>&gt;</LI>
<LI><em>Date</em>: Fri, 30 May 1997 13:49:29 -0400</LI>
<LI><em>Sender</em>: <A HREF="mailto:rsh#iname,com">rsh#iname,com</A></LI>
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<PRE>
clawrenc#cup,hp.com wrote:
&gt; 
&gt; In &lt;<A HREF="msg00891.html">338d05d7.277223215@neptune</A>&gt;, on 05/28/97
&gt;    at 09:00 AM, alexo#bigfoot,com (Alex Oren) said:

&gt; &gt;I guess the kidnapped princess scenario could be tweaked so the orcs
&gt; &gt;will kidnap a different member of the community (could even happen to
&gt; &gt;be a player, social implications aside) and repeat the kidnapping
&gt; &gt;only after a long time (to replenish slaughtered troops) but what
&gt; &gt;happens when some high-level players team up, torch the orc village
&gt; &gt;and build a castle there?
&gt; 
&gt; How about this:
&gt; 
&gt;   The princess is prone to wandering.
&gt; 
&gt;   The Orcs have periodic population explosions.
&gt; 
&gt;   Wandering parties of Orcs tend to be attracted to buildings.
&gt; 
&gt;   Should an Orc find the Princess she will be taken prisoner
&gt;     and conveyed back to Orcish HQ.
&gt; 
&gt;   Every time the princess has been captured, and remains captured
&gt;     for some trigger length of time, a new quest has been created.
&gt; 
&gt; The problem of Orcs being made extinct can be generally handled by
&gt; engineering the world such that Orcs _can't_ be wiped out.  In my
&gt; original model there were *always* inaccessable breeder orcs to ensure
&gt; that the species survivied.

Curious...do you have resets (not necessarily in the traditional,
clunky, predictable sense), ChrisL?  Or perhaps resets just for
objects?  I can envision a sort of object factory, churning things out
that are somehow distributed throughout the world to shops or in
caravans, etc.--hmm, there's the seed of a reset scheme in there. 
Actual breeding mobiles that repopulate a region?  I almost think you
must have it this way, given that you've stated (I'm too lazy to find
the exact message) that you're planning more of a simulation than an
on-the-fly construct.  I love the concepts in all that, just haven't
given thought to anything beyond the "object factories", since I'm
currently saddled with a semi-Diku-like reset scheme (ugh--put in those
words I'm forced to rethink it again...).

--
Shawn Halpenny

"You can't buy the necessities of life with cookies"
                                    - "Edward Scissorhands"

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<li><strong><A NAME="01056" HREF="msg01056.html">Re: [MUD-Dev]  Resets, repops and quests</A></strong>
<ul compact><li><em>From:</em> clawrenc#cup,hp.com</li></ul>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev]  Resets, repops and quests</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<ul compact>
<LI><strong><A NAME="00996" HREF="msg00996.html">Re: [MUD-Dev]  Resets, repops and quests</A></strong>, 
Adam Wiggins <a href="mailto:nightfall#inficad,com">nightfall#inficad,com</a>, Thu 01 Jan 1970, 20:24 GMT
<UL>
<LI><strong><A NAME="01058" HREF="msg01058.html">Re: [MUD-Dev]  Resets, repops and quests</A></strong>, 
Alex Oren <a href="mailto:alexo#bigfoot,com">alexo#bigfoot,com</a>, Tue 03 Jun 1997, 01:01 GMT
<UL>
<LI><strong><A NAME="01119" HREF="msg01119.html">Re: [MUD-Dev]  Resets, repops and quests</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Wed 04 Jun 1997, 05:19 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
<LI><strong><A NAME="00944" HREF="msg00944.html">Re: [MUD-Dev]  Resets, repops and quests</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Fri 30 May 1997, 07:59 GMT
<UL>
<LI><strong><A NAME="00960" HREF="msg00960.html">Re: [MUD-Dev]  Resets, repops and quests</A></strong>, 
Shawn Halpenny <a href="mailto:malachai#iname,com">malachai#iname,com</a>, Sat 31 May 1997, 00:49 GMT
<UL>
<LI><strong><A NAME="01056" HREF="msg01056.html">Re: [MUD-Dev]  Resets, repops and quests</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Mon 02 Jun 1997, 23:51 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
</ul>
</ul>
<LI><strong><A NAME="00852" HREF="msg00852.html">Re: [MUD-Dev]  Resets, repops and quests</A></strong>, 
Ling <a href="mailto:K.L.Lo-94#student,lut.ac.uk">K.L.Lo-94#student,lut.ac.uk</a>, Wed 28 May 1997, 00:33 GMT
</LI>
<LI><strong><A NAME="00967" HREF="msg00967.html">Re: [MUD-Dev]  Resets, repops and quests</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Sat 31 May 1997, 05:56 GMT
</LI>
</ul>
</LI>
<LI><strong><A NAME="00830" HREF="msg00830.html">Re: [MUD-Dev]	Internal Mud Languages</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Tue 27 May 1997, 12:56 GMT
</UL></BLOCKQUOTE>

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