<!-- MHonArc v2.4.4 --> <!--X-Subject: Re: [MUD-Dev] Character evolution --> <!--X-From-R13: pynjerapNphc.uc.pbz --> <!--X-Date: Tue, 19 Aug 1997 01:17:02 +0000 --> <!--X-Message-Id: 199708190115.SAA27357#xsvr3,cup.hp.com --> <!--X-Content-Type: text/plain --> <!--X-Reference: 33F6A84F.55E8#dial,pipex.com --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, Re: [MUD-Dev] Character evolution</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:clawrenc#cup,hp.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="msg00661.html">Previous</a> | <a href="msg00663.html">Next</a> ] Thread: [ <a href="msg00670.html">Previous</a> | <a href="msg00698.html">Next</a> ] Index: [ <A HREF="author.html#00662">Author</A> | <A HREF="#00662">Date</A> | <A HREF="thread.html#00662">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>Re: [MUD-Dev] Character evolution</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] Character evolution</LI> <LI><em>From</em>: <A HREF="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</A></LI> <LI><em>Date</em>: Mon, 18 Aug 97 18:05:24 -0700</LI> <LI><em>Reply-to</em>: <A HREF="mailto:claw#null,net">claw#null,net</A></LI> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> In <<A HREF="msg00626.html">33F6A84F.55E8#dial,pipex.com</A>>, on 08/16/97 at 10:28 PM, Richard Woolcock <KaVir#dial,pipex.com> said: >Okay we've talked about the world evolving, but what about players? I >have often thought about coding it so that players hair/nails slowly >grow, causing them social/combat problems unless they do something >about it. Players would therefore have to trim their nails every so >often, and get their hair cut (unless they wanted it long, in which >case they would need to tie it back). Shaving would be another >option. Adam W has raised ideas on this front afore, tho concentrating more on recognition factors than the mechanics of change. My view is that this would be far more annoying to me as a player than any value gained. >Age is another factor that could be taken into consideration. As >your character got older, your hair would go grey - maybe fall out - >and your skin would wrinkle. You would start losing attributes and >maybe pick up some mental conditions. Eventually you would die of >old age. Age I do track. Essentially it allows for the ingraining of physical habits and musculature (a body that has swung a lot of axes will tend to be very good as swining axes, as vs a body that has spent its time running), as well as giving a max life-span to the body. I don't enforce enfeeblement of bodies with age as its not a model I find attractive. I do enforce enfeeblement with accumulated (if recovered) damage. Thus a body which has been regularly severely injured will be less able to operate, let alone recover, than a never-injured body. >This is one of the reasons I am thinking of using my >mudsex/pregnancy/ birth code for - so that players can 'prepare' >their child (thus passing on their skills and knowledge) for when >they themselves die. This would effectively allow you to 'live >forever' in theory, even though you would be living through several >different people. It would, however, require some planning by the >player. My character/body model is of course severely different from the norm. For me immortality is an almost automatic side effect of competance. Once basic competance has been acheived about the only thing that can kill a character is a concentrated and sustained and extremely competant attack by another player (or very rarely a mobile). Anything less that a near perfect attack, well sustained, will merely result in a weakening, not a killing. Such killings will very literally be processes of dedicated, and well executed and planned murder, and will be actively encouraged. -- J C Lawrence Internet: claw#null,net (Contractor) Internet: coder#ibm,net ---------------(*) Internet: clawrenc#cup,hp.com ...Honorary Member Clan McFUD -- Teamer's Avenging Monolith... </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="00626" HREF="msg00626.html">Character evolution</A></STRONG> <UL><LI><EM>From:</EM> Richard Woolcock <KaVir#dial,pipex.com></LI></UL></LI> </UL></LI></UL> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg00661.html">Re: [MUD-Dev] C&C and Event Rescheduling</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg00663.html">Re: [MUD-Dev] Character evolution</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg00670.html">Re: [MUD-Dev] Character evolution</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg00698.html">Re: [MUD-Dev] Character evolution</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#00662"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#00662"><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] Character evolution</STRONG>, <EM>(continued)</EM> <ul compact> <LI><strong><A NAME="00649" HREF="msg00649.html">Re: [MUD-Dev] Character evolution</A></strong>, Adam Wiggins <a href="mailto:nightfall#user2,inficad.com">nightfall#user2,inficad.com</a>, Mon 18 Aug 1997, 01:02 GMT <UL> <LI><strong><A NAME="00655" HREF="msg00655.html">Re: [MUD-Dev] Character evolution</A></strong>, Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Mon 18 Aug 1997, 17:00 GMT <UL> <LI><strong><A NAME="00666" HREF="msg00666.html">Re: [MUD-Dev] Character evolution</A></strong>, Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Tue 19 Aug 1997, 02:59 GMT </LI> <LI><strong><A NAME="00670" HREF="msg00670.html">Re: [MUD-Dev] Character evolution</A></strong>, Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Tue 19 Aug 1997, 06:26 GMT </LI> </UL> </LI> </UL> </LI> <LI><strong><A NAME="00662" HREF="msg00662.html">Re: [MUD-Dev] Character evolution</A></strong>, clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Tue 19 Aug 1997, 01:17 GMT </LI> <LI><strong><A NAME="00698" HREF="msg00698.html">Re: [MUD-Dev] Character evolution</A></strong>, Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Thu 21 Aug 1997, 16:05 GMT </LI> <LI><strong><A NAME="00665" HREF="msg00665.html">Re: Character evolution</A></strong>, Brandon J. Rickman <a href="mailto:ashes#pc4,zennet.com">ashes#pc4,zennet.com</a>, Tue 19 Aug 1997, 01:34 GMT <UL> <LI><strong><A NAME="00669" HREF="msg00669.html">Re: [MUD-Dev] Bladder Control</A></strong>, Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Tue 19 Aug 1997, 05:50 GMT <UL> <LI><strong><A NAME="00682" HREF="msg00682.html">Re: [MUD-Dev] Bladder Control</A></strong>, Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Tue 19 Aug 1997, 23:54 GMT </LI> </UL> </LI> </UL> </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>