<!-- MHonArc v2.4.4 --> <!--X-Subject: Re: [MUD-Dev] Levels and XP --> <!--X-From-R13: @nguna Kbfcr <lbfcrNunjnvv.rqh> --> <!--X-Date: from fabius.globecomm.net [207.51.48.6] by in2.ibm.net id 867473000.51266-1 Sat Jun 28 04:43:20 1997 CUT --> <!--X-Message-Id: Pine.GSO.3.95q.970627183430.16440B-100000@uhunix2 --> <!--X-Content-Type: text/plain --> <!--X-Reference: 199706280328.RAA04325#mail,pixi.com --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, Re: [MUD-Dev] Levels and XP</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:yospe#hawaii,edu"> </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="msg01566.html">Previous</a> | <a href="msg01568.html">Next</a> ] Thread: [ <a href="msg01563.html">Previous</a> | <a href="msg01574.html">Next</a> ] Index: [ <A HREF="author.html#01567">Author</A> | <A HREF="#01567">Date</A> | <A HREF="thread.html#01567">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>Re: [MUD-Dev] Levels and XP</H1> <HR> <!--X-Subject-Header-End--> <!--X-Head-of-Message--> <UL> <LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI> <LI><em>Subject</em>: Re: [MUD-Dev] Levels and XP</LI> <LI><em>From</em>: Nathan Yospe <<A HREF="mailto:yospe#hawaii,edu">yospe#hawaii,edu</A>></LI> <LI><em>Date</em>: Fri, 27 Jun 1997 18:42:56 -1000</LI> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> On Fri, 27 Jun 1997, Huibai wrote: : :: Martin Keegan spake: :: Moreoever, the muds with N classes/races (where N is large) :: tend to have very bland systems, where class/race is just a :: stat modifier instead of permeating one's existence within the mud. :I have decided that 7 races each with 3 classes is plenty (though :3 of the races have 2 classes only). Anything more, and I would :run completely out of _good_ ideas on what their distinctions are. This really depends on the setting. I have a dozen races so far, and will likely have more before I run out of cool ideas. (No classes...) Then again... the first four were the least creative, and they included an avian species with a complex biotechnology, an intricate flowing language, an elaborately constructed homeworld with a massive continent of craggy peaks poking out of an oft-deadly and always gorgeous sea of forest, a reptilian looking spongy amphibious species that had a cellular structure more fungoid than animal, a non-centralized nervous system, an ancient and tradition steeped academic society (and a bitter racial secret, complete with evidence in a distant galaxy), and a mamalian hunter/predator species, also with a complete and detailed culture, and detailed reversed knee motion mechanics. (Bounding, the need for a running start when jumping...) The later species are far more diverse (oh, yeah, there were humans in the first batch.) which probably stems from the lack of humanoids. :: IMO, if you're going to have distinct, strongly differentiated :: groupings of players, the choices between them should not :: be presented at creation time, but be presented as career :: moves during gameplay. :Each of the above has its own player object. (i.e. there are total :a possible 18 different player types running around, plus 1 RPC :soul and a godsoul - which is a highest-trust RPC). Each player :type has his own command set, though naturally a large fraction :is common to all of races and classes. You're simply limited to :what commands are in that body - which is a lot better than :making race and class a flag in one common player body, IMO. :The most vague of differences is listed upon choosing, although :a more detailed mention can be found in offline player help files. :Otherwise, players may choose another type upon death. :) Um, :they may help the gods determine their reincarnation, that is ;) I'm evil... I tied commands to the Character, not the body... but the body will often attempt a command from its mind and fail. Flying, while attemptable, is not much fun without wings. __ _ __ _ _ , , , , /_ / / ) /_ /_) / ) /| /| / /\ First Light of a Nova Dawn / / / \ /_ /_) / \ /-|/ |/ /_/ Final Night of a World Gone Nathan F. Yospe - University of Hawaii Dept of Physics - yospe#hawaii,edu </PRE> <!--X-Body-of-Message-End--> <!--X-MsgBody-End--> <!--X-Follow-Ups--> <HR> <!--X-Follow-Ups-End--> <!--X-References--> <UL><LI><STRONG>References</STRONG>: <UL> <LI><STRONG><A NAME="01563" HREF="msg01563.html">Re: [MUD-Dev] Levels and XP</A></STRONG> <UL><LI><EM>From:</EM> "Huibai" <ashen#pixi,com></LI></UL></LI> </UL></LI></UL> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg01566.html">Re: [MUD-Dev] RP=MUSH/PG=MUD</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg01568.html">Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg01563.html">Re: [MUD-Dev] Levels and XP</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg01574.html">Re: [MUD-Dev] Levels and XP</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#01567"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#01567"><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: [MUD-Dev] Level abstractions - Realism vs Game Issues</STRONG>, <EM>(continued)</EM> <ul compact> <ul compact> <ul compact> <LI><strong><A NAME="01608" HREF="msg01608.html">Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</A></strong>, Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Tue 01 Jul 1997, 03:29 GMT <UL> <LI><strong><A NAME="01612" HREF="msg01612.html">Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</A></strong>, Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Tue 01 Jul 1997, 04:06 GMT </LI> </UL> </LI> </ul> </ul> <LI><strong><A NAME="01620" HREF="msg01620.html">Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</A></strong>, Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Tue 01 Jul 1997, 06:52 GMT </LI> </ul> </LI> <LI><strong><A NAME="01563" HREF="msg01563.html">Re: [MUD-Dev] Levels and XP</A></strong>, Huibai <a href="mailto:ashen#pixi,com">ashen#pixi,com</a>, Sat 28 Jun 1997, 10:28 GMT <UL> <LI><strong><A NAME="01567" HREF="msg01567.html">Re: [MUD-Dev] Levels and XP</A></strong>, Nathan Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Sat 28 Jun 1997, 11:43 GMT </LI> <LI><strong><A NAME="01574" HREF="msg01574.html">Re: [MUD-Dev] Levels and XP</A></strong>, Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Sat 28 Jun 1997, 16:53 GMT </LI> </UL> </LI> <LI><strong><A NAME="01559" HREF="msg01559.html">Neighborhood watch</A></strong>, clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Sat 28 Jun 1997, 00:00 GMT <UL> <LI><strong><A NAME="01588" HREF="msg01588.html">Re: [MUD-Dev] Neighborhood watch</A></strong>, Nathan Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Mon 30 Jun 1997, 05:41 GMT </LI> </UL> </LI> <LI><strong><A NAME="01550" HREF="msg01550.html">try it out!</A></strong>, Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Fri 27 Jun 1997, 13:04 GMT </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>