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  Topic: Consumables in Combat
Tonitrus

Replies: 4
Views: 24397

PostForum: Design   Posted: Thu Sep 22, 2011 10:30 pm   Subject: Consumables in Combat
I'm not a big fan of the whole "consumables in combat" approach, as a rule.

That said, the best approach I've seen was on a ROM MUD I played for a while called Abandoned Realms. You'd ne ...
  Topic: Alignment
Tonitrus

Replies: 25
Views: 49338

PostForum: Design   Posted: Sat May 07, 2011 5:25 am   Subject: Alignment
Upon further reflection, I can't think of any use for an alignment system that isn't better served by a reputation system.

Detecting the danger that Detect Evil might show could be as simple as hav ...
  Topic: Alignment
Tonitrus

Replies: 25
Views: 49338

PostForum: Design   Posted: Fri Apr 22, 2011 9:44 pm   Subject: Alignment
Alignment is a concept that has given me headaches for years.

On the one hand, alignment seems to be something that is effectively impossible to implement in any sort of sane way, while on the othe ...
  Topic: Rewarding player loyalty without upseting game balance
Tonitrus

Replies: 3
Views: 11008

PostForum: Design   Posted: Fri Apr 22, 2011 7:35 pm   Subject: Rewarding player loyalty without upseting game balance
I've spent a lot of time thinking about this, and what I came up with was expendable points that give temporary bonuses. Power levels in games accumulate over time, so giving permanent benefits will ...
  Topic: It looked good on paper!
Tonitrus

Replies: 15
Views: 68934

PostForum: Design   Posted: Wed Feb 23, 2011 5:48 pm   Subject: It looked good on paper!
On the other hand if elves get +1 intelligence, and intelligence is the most important stat for mages, then it becomes a no-brainer - the elf is simply a better mage than the human, and there's no tac ...
  Topic: The past that haunts you
Tonitrus

Replies: 6
Views: 16081

PostForum: Design   Posted: Tue Feb 15, 2011 10:37 pm   Subject: The past that haunts you
I've been fond of this concept since I first read these posts, but recently I've been thinking about a possible expansion on this idea, and how feasible it'd be.

The Fate 3.0 system has a bit of an ...
  Topic: Breaking dominant player groups
Tonitrus

Replies: 1
Views: 7519

PostForum: General (Mud Related)   Posted: Sat Feb 12, 2011 11:20 pm   Subject: Re: Breaking dominant player groups
My current approach to clans was even built with this concept in mind - rewards for the top clans to encourage players to band together, combined with a strictly enforced membership hierarchy to disco ...
  Topic: Distance-based descriptions
Tonitrus

Replies: 22
Views: 48488

PostForum: Design   Posted: Tue Nov 23, 2010 7:22 am   Subject: Distance-based descriptions
Seems ok in theory, but I find myself having trouble with the specifics (the special cases you mentioned). Let's say you have a group of people talking, standing in the same "room". Each o ...
  Topic: Distance-based descriptions
Tonitrus

Replies: 22
Views: 48488

PostForum: Design   Posted: Sat Nov 20, 2010 2:04 am   Subject: Distance-based descriptions


Ideally, events would be grouped as you describe, however I haven't thought of a viable approach to determine what events are related. How do you intend to determine what sounds/sensory messages ...
  Topic: Distance-based descriptions
Tonitrus

Replies: 22
Views: 48488

PostForum: Design   Posted: Fri Nov 19, 2010 2:47 pm   Subject: Distance-based descriptions
Do you include continuous events? For example, the wind howling.
Perhaps a more important example would be a sustained fight heard next door. You could send a message corresponding to every event ...
  Topic: Distance-based descriptions
Tonitrus

Replies: 22
Views: 48488

PostForum: Design   Posted: Thu Nov 18, 2010 6:31 am   Subject: Distance-based descriptions
My approach to sensory messages works a bit differently. In the simplest form, I have 5 senses, each with a "score" and a "range". Say 4 is a good eyesight, and 100 is the normal ...
  Topic: Help files, and help systems
Tonitrus

Replies: 15
Views: 44808

PostForum: Design   Posted: Thu Oct 21, 2010 2:13 am   Subject: Help files, and help systems
Apologies if this is off-topic, but the topic does say "help systems" also.

On God Wars II, KaVir implemented a "what" command that tries to suggest things a character might wan ...
  Topic: Social Combat/Politics
Tonitrus

Replies: 29
Views: 58477

PostForum: Design   Posted: Wed Mar 10, 2010 3:42 am   Subject: Social Combat/Politics
Let's talk about the favor system and what you do to gain/give favors.

Here's what I understand:
train a pc
loan money

but what else can you do to gain/give favors? Having a theme or idea abo ...
  Topic: Social Combat/Politics
Tonitrus

Replies: 29
Views: 58477

PostForum: Design   Posted: Wed Mar 03, 2010 8:54 pm   Subject: Social Combat/Politics
I played a game recently (a fairly complex boardgame) called Age of Renaissance. At the beginning of each turn, you had to write down how many tokens you were going to buy for that turn, and then tur ...
  Topic: Social Combat/Politics
Tonitrus

Replies: 29
Views: 58477

PostForum: Design   Posted: Sat Feb 20, 2010 4:29 am   Subject: Social Combat/Politics
what if instead of a generic composure stat, you actually have a set of "hitpoints" for each emotion. Lust hitpoints, fear hitpoints, surprise hitpoints, and you can train these through mini ...
 
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