<!-- MHonArc v2.4.4 --> <!--X-Subject: Re: [MUD-Dev] Level abstractions - Realism vs Game Issues --> <!--X-From-R13: "Xba O. Znzoreg" <wyflfvapNvk.argpbz.pbz> --> <!--X-Date: from babe.globecomm.net [207.51.48.8] by in3.ibm.net id 867714762.102312-1 Mon Jun 30 23:52:42 1997 CUT --> <!--X-Message-Id: 199706302352.SAA11986@dfw-ix6.ix.netcom.com --> <!--X-Content-Type: text/plain --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:jlsysinc#ix,netcom.com"> </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="msg01619.html">Previous</a> | <a href="msg01621.html">Next</a> ] Thread: [ <a href="msg01612.html">Previous</a> | <a href="msg01563.html">Next</a> ] Index: [ <A HREF="author.html#01620">Author</A> | <A HREF="#01620">Date</A> | <A HREF="thread.html#01620">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</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] Level abstractions - Realism vs Game Issues</LI> <LI><em>From</em>: "Jon A. Lambert" <<A HREF="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</A>></LI> <LI><em>Date</em>: Mon, 30 Jun 1997 19:47:49 -0400</LI> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> > From: Marian Griffith <gryphon#iaehv,nl> > Subject: [MUD-Dev] Level abstractions - Realism vs Game Issues > > On Sun, 29 Jun 1997, Jon A. Lambert wrote: > > > > Characters have two sets of stats, current and potential. Current > > > stats may go up or down upon attaining a level based on age. It's a > > > parabola effect. Current Stats will increase initially until such time > > > as the character reaches their peak (potential). > > I think I like this, having predefined stats that can't be exceeded. Are > you including magical and equipment wise stat increase in this as well? > Magical equipment can effect stat limitations but this type equipment is extremely rare. More often magical equipment will add a bonus to a specific skill rather than a stat. My game world is extremely equipment poor in the magical equipment area. I'm not exactly sure how this will work out, but I want to link equipment availability to an economic model. All magical equipment will be unique and outrageously priced. I expect players will create their own magical equipment for the most part. This may even be more enjoyable for the player. The system I use, Rolemaster, becomes outrageously imbalanced, if modifications are applied directly to stats. This works in the other direction as well. A wounded, diseased character is extremely vulnerable. It's not, "darn I fractured a leg". It's "Oh my God! Someone Help me!" I don't believe many players will enjoy this aspect of the game. > > > Following this age peak stats will stabilize or degrade > > I'm not too sure I really like this. It sort of penalises established > characters which I think can easily work against your game. Jedi used > to (still has?) a system where after a certain age a character had an > increasing chance of dying of old age. This was a crude mechanism to > drive out old characters who had too much equipment collected and did > not loose it in the rent. Having stats degrading will likely have the > same kind of effect on characters. > Hmm. I like this, but not for the same line of reasoning. It is likely that aged characters will have accumulated a few of the rare stat modifying equipment in order to stave off these effects. I increase the chance of catching a disease as characters age. Unless "unnatural" measures are taken they will eventually catch a disease and succumb. I use disease very loosely here. An unexpected/undeserved stroke or heart attack would certainly fall into my disease category. I have at 5 categories of disease with several possible options under each of them. It will also include, "He passed away during the night, a smile upon his lips" :) JL </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="msg01619.html">Re: [MUD-Dev] Room-based vs. coordinate-based</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg01621.html">Re: [MUD-Dev] common server design</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg01612.html">Re: [MUD-Dev] Level abstractions - Realism vs Game Issues</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg01563.html">Re: [MUD-Dev] Levels and XP</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#01620"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#01620"><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> <LI><strong><A NAME="01592" HREF="msg01592.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>, Mon 30 Jun 1997, 09:08 GMT <UL> <LI><strong><A NAME="01596" HREF="msg01596.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>, Mon 30 Jun 1997, 22:01 GMT <UL> <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> </LI> </UL> </LI> <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 </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>