On Thu, 2 Oct 1997, Daniel Koepke wrote:
[SNIP]
> Argh, no. We're assuming that the *player* should have no bearing
> on the game's mechanics. The game should determine whether the
> *player character* is able to determine the language. Allowing a
> *player* to decipher the language thanks to software or mental
> abilities (even if they're playing a 5 intelligence, skull-bashing,
> drooling warrior) is *not* right. The ability of a character to
> decipher a language by hearing it should be based on the character's
> intelligence and abilities, not the *player's*.
Ok, then how about this. Everytime a player hears a language they don't
know, then the MUD makes a check vs. the characters intelligence. If the
check succeeds, then the character will gain a very small amount of skill
in that language. If the check fails, then they get no gain on that
language and they get a message like "You don't understand what Daniel
just said."
If they hear a language with which they have some skill, the MUD makes a
check vs. that language skill percentage. If the check succeeds, then
they understand what was said. If that check fails, then the MUD makes a
check vs that character's intelligence, so that they may have a chance to
increase their skill in that language, even though they might not have
understood what was said.
THIS way, the characters have the opportunity of learning a language as
they hear it (like in real life), but it is all character based instead of
player based.
Now that I think about it, this would be very easy to implement. Pop in a
language skill, do a couple of fancy checks in do_gen_comm (I think), and
pretty soon, people will be chattering in all sorts of languages in order
to learn them.
I hope this satifies everyone.
Whitey
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