On Sat, 1 Feb 1997, Daniel Koepke wrote:
> Weather, as it is now, accounts for a lot of things, but it's
> universal. A storm in one place means a storm in another. Thus,
> I might suggest making different zones have different weather. So
> it could be raining in Midgaard and bright and sunny in Rome. The
> natural extension thus, is to make zones be able to modify the
> weather, so it's burning hot in the desert, rainy and stuffy in
> the rain forest, freezing cold on the peaks of mountains, etc. If
> we then have zones that are traditionally colder, we can then
> evolve weather even further. Make it colder at night, have zones
> with longer/short seasons that affect weather, etc.
Did this on my MUD code for over a year ago. Not a to advanced system,
but basically different weather-zone-types, so each zone had their own
weather. That way a "North-pole" zone always had snow, but never
rain/lightning etc..
> So, now we have the base system here designed. We can then get to
> the really fun stuff in having weather affect players in nasty ways.
> It's burning hot? Movements down (or exhaustion up), getting thirsty
> faster, getting weaker... Freezing cold? Watch out for frostbite!
> Raining? Don't want that armor to get rusty... Hail? Owwww, that's
> got to hurt! Snowy? Moving will be a lot harder. Wet/Icy? Don't
> slip!
Or have lightning hit one, in a percentice chance :)
> Adds quite a bit of depth when players aren't going around wearing
> full plate mail in the middle of a desert, eh? Give them a challenge!
Well. Its a good idea, but the more "real" a MUD becomes, the less people
really wanna play them. If they have to take off their armor just to cross
a 5-10 rooms desert, it will be to much hassle for them. And people with
clients just add remove/wear into their macros, so why bother ?
> I think a common problem implementors face is making their game more
> challenging. The "obvious" (but wrong) solution to this problem is to
> make tougher mobiles, weaker objects, etc. Instead of upsetting the
> game balance like that, why not put players up against the enviroment
> they're in, as well as it's inhabitants. Traps and perils, bad weather,
> fog and mist, creepers and tangled mats of vines to trip you up. It
> doesn't necessarily discourage any activity, just makes players think
> about more things before they rush and attack. If things are in the
> way, they might decide against playing rough while in that rain forest.
> Tripping could be their death.
Small random things like tripping, is a great idea. But should not be too
common. But the environment should count as making the MUD-life more
challenging.. Love zones filled with spec_procs :)
Erik Niese-Petersen
AKA Quint the typo Dane
Realms of Darkness IMP [If any coder with exp. like to help a bit
then please email me. ]
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