<!-- MHonArc v2.4.4 --> <!--X-Subject: Re: Idea: Hive-mind monster --> <!--X-From-R13: pbqreNvoz.arg --> <!--X-Date: Thu, 30 Oct 1997 07:17:34 +0000 --> <!--X-Message-Id: 199710300717.HAA172556#out2,ibm.net --> <!--X-Content-Type: text/plain --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, Re: Idea: Hive-mind monster</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:coder#ibm,net"> </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="msg00170.html">Previous</a> | <a href="msg00172.html">Next</a> ] Thread: [ <a href="msg00211.html">Previous</a> | <a href="msg00167.html">Next</a> ] Index: [ <A HREF="author.html#00171">Author</A> | <A HREF="#00171">Date</A> | <A HREF="thread.html#00171">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>Re: Idea: Hive-mind monster</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: Idea: Hive-mind monster</LI> <LI><em>From</em>: <A HREF="mailto:coder#ibm,net">coder#ibm,net</A></LI> <LI><em>Date</em>: Wed, 29 Oct 97 23:17:10 -0800</LI> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> From: garnax#texoma,spamela.net (Mats Fors n) Newsgroups: rec.games.mud.admin,rec.games.mud.lp Subject: Idea: Hive-mind monster Date: Fri, 24 Oct 1997 20:55:31 GMT Hi all, My idea is to create an advanced monster with one mind and many bodies. A good (and well known) starting point is that of a large insectoid race with two limbs for locomotion and two (or four) for object manipulation. My first thoughts are to divide the race into three different sub-species as with normal ants, that is 'workers/drones', 'soldiers' and 'queen'. Later sub-sub-species can be added, for example workers with specific tasks. First a quick rundown of the species: Workers/Drones: Made to gather and grow food to feed the queen and to expand the nest, these little critters can carry huge weights for extended periods but are quite useless at fightning. They can take moderate amounts of punsihment and die pretty easily. Soldiers: The soldiers are a special breed of workers who are used as perimeter defence and added security. The 'Race' has no internal social problems since they are, as mentioned, actually one being. These critters start out at a low number but if someone attacks the colony the rate of soldiers among the born rise dramatically. They are pretty good at fighting and can take a lot of punishment due to their chitinous armour. Queen: The queen is the mother of all, the mind behind the hive-mind. It cannot move at all due to it's size and has to be fed continiously by the workers, or it will die of starvation. It lays a set amount of eggs each reset which hatches two resets later. This is a pretty extended time and not set at all but would be preferable as it would require no call_outs. What is interesting about this is that all the individual members of the race 'share the same mind', ie is one creature, the queen. An example of how this would manifest itself is that if a player comes and chops up a couple of defenceless workers growing some fungus the controlling AI quickly dispatches some soldiers to that location. The AI is probably not going to become too advanced but it should be able to calculate the quickest path betwen two rooms in the 'nest', which would be logically planned to easy calculation. If time permits the AI could become immensely more sophisticated, with pincer manouvers and actual tactics deployed against the unsuspecting players. The problem is having the race being playable by any level of players.. Low level players could sneak around picking off the odd lone worker and then running, but some way of making it a challange for all levels ought to be possible, ideas anyone? Making this into an item quest ought to be pretty straightforward. Just having all the workers collect all items found in the nest, taking dead adventurers corpses and dropping in a room behind the queen. An added incentive would be to have that room save all items there over reboots, so the quantity of items could grow very large. However, that may prove to be too good.. A possible quest is for the player to exterminate the entire nest, which could be accomplished either by killing the queen directly, but that is supposed to be pretty difficult, or killing all workers so the queen doesn't get any food and starves to death. If the queen gets hungry enough it will eat it's protecting soldiers thereby easing the way for outright slaughter. It seems to me the idea has great potential and would be fun to execute. I can do the coding myself (if I can find the time) but it is always interesting to hear other peoples ideas and comments :) Please answer by e-mail if possible! Although an extended conversation in a newsgroup could be interesting too.. / Garnax, garnax#texoma,spamela.net Remove the .spamela from the email adress to reply.. -- J C Lawrence Internet: claw#null,net ----------(*) Internet: coder#ibm,net ...Honourary Member of 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--> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg00170.html">Re: Idea: Hive-mind monster</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg00172.html">Re: [MUD-Dev] Re: Idea: Hive-mind monster</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg00211.html">Re: [MUD-Dev] Re: Idea: Hive-mind monster</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg00167.html">Re: CODE RELEASE: [server] New Mud Software (SunderMUD 1.0)</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#00171"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#00171"><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] Re: Idea: Hive-mind monster</STRONG>, <EM>(continued)</EM> <ul compact> <ul compact> <ul compact> <LI><strong><A NAME="00212" HREF="msg00212.html">Re: [MUD-Dev] Re: Idea: Hive-mind monster</A></strong>, coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Sun 02 Nov 1997, 20:57 GMT <UL> <LI><strong><A NAME="00223" HREF="msg00223.html">Re: [MUD-Dev] Re: Idea: Hive-mind monster</A></strong>, Derrick Jones <a href="mailto:gunther#online1,magnus1.com">gunther#online1,magnus1.com</a>, Mon 03 Nov 1997, 09:18 GMT <UL> <LI><strong><A NAME="00230" HREF="msg00230.html">Re: [MUD-Dev] Re: Idea: Hive-mind monster</A></strong>, coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Tue 04 Nov 1997, 04:19 GMT </LI> </UL> </LI> </UL> </LI> </ul> <LI><strong><A NAME="00211" HREF="msg00211.html">Re: [MUD-Dev] Re: Idea: Hive-mind monster</A></strong>, coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Sun 02 Nov 1997, 20:35 GMT </LI> </ul> <LI><strong><A NAME="00171" HREF="msg00171.html">Re: Idea: Hive-mind monster</A></strong>, coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Thu 30 Oct 1997, 07:17 GMT </LI> </ul> </LI> <LI><strong><A NAME="00167" HREF="msg00167.html">Re: CODE RELEASE: [server] New Mud Software (SunderMUD 1.0)</A></strong>, coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Wed 29 Oct 1997, 17:37 GMT <LI><strong><A NAME="00166" HREF="msg00166.html">Re: ANNOUNCEMENT: [graphical commercial] Mystic Realms</A></strong>, coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Wed 29 Oct 1997, 17:37 GMT <LI><strong><A NAME="00165" HREF="msg00165.html">Re: CODE RELEASE: [mush mux] Portable Space Engine v0.8.3 RELEASED!</A></strong>, coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Wed 29 Oct 1997, 17:37 GMT <LI><strong><A NAME="00164" HREF="msg00164.html">string parsing</A></strong>, Felix A. Croes <a href="mailto:felix#xs1,simplex.nl">felix#xs1,simplex.nl</a>, Wed 29 Oct 1997, 15:38 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>