Re: Cost of objects

From: David Klasinc (bigwhale@CAPYBARA.SK-PTTSC.LJ.EDUS.SI)
Date: 09/16/97

On Tue, 16 Sep 1997, Daniel Koepke wrote:

> Well, logicially grouped mobiles.  Don't have people attacked by a
> group of hermits.  But it would be a good idea if attacked cityguards
> didn't sit and fight, waiting for back-up.  Maybe they could flee and
> find back-up, call for back-up, or if a cityguard comes into the room
> they call for back-up before joining the fight (or possibly resucing
> the other cityguard if he's hurt bad enough).

 Nothing special really... :) I have this city where the harbour is and at
nights there is a small chance that city will get attacked by pirates.
After the guard in the tower spots the pirates, he calls for backups and
few city guards arrive and they fight pirates. If piratea are winning,
then guards call for backups, the same goes for guards. And after some
time somebody wins. If pirates win the city get's very dangerous and
newbies might get killed there... :)

> Which makes me think: why do so many "medieval" muds have ATMs?
I don't have ATM's ;> The descriptions have been changed and instead atm's
there is a machine which was probably made by some alchimist or something
like that, with tons of levers and buttons... *grin*

> accept (there's a risk in accepting 2000 gold pieces; you can get
> robbed in no time flat), and you have a system somewhat mimicing
> the origins of banking...I think it's kindof cool, myself...

Then people could also rob bankers... IMHO banker should be a wussy mob,
that mid-level player can kill... But there should be always enough guards
around him... :)


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