Re[2]: alignment change algorithm?
Date: 07/21/94

     I thought that too, but I think how good or evil a mobile is isn't 
     really related to level.  If you really want low level mobiles to have 
     a smaller effect on alignment, just instruct your builders to assign 
     aligmnent to the mobs based on level guidelines.

______________________________ Reply Separator _________________________________
Subject: Re: alignment change algorithm?
Date:    7/21/94 3:41 PM

The text for alignment (displayed by `score') sounds pretty good. 
For the alignment change, though....
  As usual, this is just a thought of the top of my head, but how 
  about throwing in some component regarding the level of the mob 
  relative to the PC's level?  Something along the lines of this:
   kill a mob of align N, and you move 2*ratio% towards an align 
   of -N, where ratio is the mob's level over your own.  That 2 
   is kind of an arbitrary choice, and would vary depending on 
   the maximum possible value of `ratio'.
  Justification (maybe):  Say you have wimpy little black cats in 
  the main town that are pretty evil.  For a level 1 character, 
  killing these cats would be a make them somewhat good. On the 
  other hand, would a level 25 player's alignment change just as 
  much for killing the same cat?  The formula I gave may not be 
  best, but such a system (however it was imped) would create 
  something of a `karmic inertia'...  the farther on you get in 
  life, the more established your karma becomes, and the more 
  drastic feats must be to change it.
Did that make sense at all? ;)
-Mathue Moyer

This archive was generated by hypermail 2b30 : 12/07/00 PST