Re: [AD + GAMEPLAY] Set standards for gameplay

From: John Evans (evansj@HI-LINE.NET)
Date: 05/04/98

On Mon, 4 May 1998, Chuck Reed wrote:

> Hi there.  I have been trying to come up with some basic standards for mob
> and obj stats for my builders, but I really (REALLY) suck at doing things
> like this.  I'm looking for any ideas, suggestions, or people who would be
> interested in joing us in our efforts.

Mobs are easy. Preset ALL stats based on the mob's level and tell the
creators that they can only modify stats +/- 10% from the preset values.

Objs are harder. I have 50 levels. I broke down the objs into 6 power
 1 - 10: Newbie
11 - 20: Experienced
21 - 30: Average
31 - 40: Advanced
41 - 50: Expert
  Quest: Most Powerful and usually unique

I went through and stated things like the following:
Extra flags allowed: All, except XXXX
Affect flags: List what spell affects the item can imbue upon owner.
Applies allowed:
  list applies allowed and what range of affect they can have.
  list the values here and state what ranges are acceptable.

Do that for each item type and each power level and you have yourself
standards. I did the quest items first. That way I set the cap for the
"most powerful" items allowed in the game. Each power level that I went
down, I removed and/or lessened some of the abilities that the item type
had until I was all the way down to newbie. If the newbie stats were not
what I wanted, then I started over with the reduction in power and
continued to do this until I was satisfied.

Hope this info helps.

John Evans <>  --

Any sufficiently advanced technology is indistinguishable from magic.
--Arthur C. Clarke

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