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.
-Naved
______________________________ Reply Separator _________________________________
Subject: Re: alignment change algorithm?
Author: MMOYER@SDCC10.UCSD.EDU@UMC@HANNET at DECPostmaster
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
-mathue@ucsd.edu
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