[CONCEPT] Global Alignment (Repost)

From: JEREMY IRISH (JIRISH@rcksuni1.is.ge.com)
Date: 02/04/97

Whoops! reposting for the 'column-challenged'

Regarding alignment, and how the use of 'good' and 'evil' 
spells on the mud, I was thinking it would be neat if 
someone developed a way to use the entire MUD's alignment 
to affect the interaction on the mud.

For instance, if you were to add all the players and mobiles' 
alignment on the mud at one time, would the result come out
positive, 0, or negative? And based on the alignment, 
descriptions could change, evil/good mobiles could become 
more powerful, weather would be peaceful/violent, movement 
points would increase/decrease, spell cost would be less 
or more, etc.

As the mud I am running is based on Star Wars, I could use 
it as a way to have 'The force that flows through all 
things' affect how characters interact, but the fantasy 
realm could use it the same way. It would also be a good 
way to maintain the balance of good and evil characters 
in the game, since the struggle between Good and 
Evil will constantly swing the pendulum back and forth.

It seems doable, although adding all the alignments of all 
the mobiles/players would be a real cpu hog, but I can 
see no problems in a global check, say, every 15 minutes, 
and have a command for 'force' sensitive players to feel 
the alignment of the mud. 

For starters :P

Any comments?

| Ensure that you have read the CircleMUD Mailing List FAQ: |
|   http://cspo.queensu.ca/~fletcher/Circle/list_faq.html   |

This archive was generated by hypermail 2b30 : 12/18/00 PST