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<H1>RE: [MUD-Dev] Containing automation?</H1>
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<LI><em>To</em>: "<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>" <<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>></LI>
<LI><em>Subject</em>: RE: [MUD-Dev] Containing automation?</LI>
<LI><em>From</em>: "Ilya, SCC, Game Commando" <<A HREF="mailto:Ilya#gamecommandos,com">Ilya#gamecommandos,com</A>></LI>
<LI><em>Date</em>: Tue, 20 Jul 1999 10:09:35 -0700</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Sender</em>: <A HREF="mailto:mud-dev-admin#kanga,nu">mud-dev-admin#kanga,nu</A></LI>
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<PRE>
))> -----Original Message-----
))It would certainly radically alter the economy! Some things I can think of
))off the top of my head related to this:
))
))- you can't tie it to an advancement model then, since all players would
))advance steadily at the same rate from it. Certainly not a usage-based
))advancement model. I have come to hate usage based advancement models though
))(and will gladly explain why if anyone asks. :)
))-Raph
))
I'll bite: why have you come to hate usage-based advancement models?
And what other options have come to the fore?
Cheers,
Ilya
--
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Ilya, Game Commandos <A HREF="http://www.gamecommandos.com">http://www.gamecommandos.com</A>
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<ul><li>Thread context:
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<LI><STRONG>RE: [MUD-Dev] Containing automation?</STRONG>, <EM>(continued)</EM>
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<LI><strong><A NAME="00948" HREF="msg00948.html">RE: [MUD-Dev] Containing automation?</A></strong>,
Asmodeus <a href="mailto:asmodeus#benshaw,com">asmodeus#benshaw,com</a>, Tue 20 Jul 1999, 18:56 GMT
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<LI><strong><A NAME="00953" HREF="msg00953.html">Re: [MUD-Dev] Containing automation?</A></strong>,
Greg Miller <a href="mailto:gmiller#classic-games,com">gmiller#classic-games,com</a>, Tue 20 Jul 1999, 20:32 GMT
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<LI><strong><A NAME="00965" HREF="msg00965.html">RE: [MUD-Dev] Containing automation?</A></strong>,
Travis S. Casey <a href="mailto:efindel#io,com">efindel#io,com</a>, Tue 20 Jul 1999, 22:28 GMT
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<LI><strong><A NAME="00955" HREF="msg00955.html">RE: [MUD-Dev] Containing automation?</A></strong>,
Matthew Mihaly <a href="mailto:diablo#best,com">diablo#best,com</a>, Tue 20 Jul 1999, 20:32 GMT
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<LI><strong><A NAME="00949" HREF="msg00949.html">RE: [MUD-Dev] Containing automation?</A></strong>,
Ilya, SCC, Game Commando <a href="mailto:Ilya#gamecommandos,com">Ilya#gamecommandos,com</a>, Tue 20 Jul 1999, 18:56 GMT
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<LI><strong><A NAME="00921" HREF="msg00921.html">[MUD-Dev] fwd: forum on game design/culture</A></strong>,
Brandon J. Rickman <a href="mailto:ashes#pc4,zennet.com">ashes#pc4,zennet.com</a>, Fri 16 Jul 1999, 01:58 GMT
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<LI><strong><A NAME="00924" HREF="msg00924.html">Re: [MUD-Dev] fwd: forum on game design/culture</A></strong>,
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Fri 16 Jul 1999, 05:21 GMT
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<LI><strong><A NAME="00919" HREF="msg00919.html">[MUD-Dev] bytecode results</A></strong>,
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Fri 16 Jul 1999, 00:43 GMT
<LI><strong><A NAME="00910" HREF="msg00910.html">[MUD-Dev] pfiles</A></strong>,
yacketta <a href="mailto:yacketta#kodak,com">yacketta#kodak,com</a>, Thu 15 Jul 1999, 18:24 GMT
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