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KazadanSun 20-Jun-04 04:18 AM
Member since 20th Jun 2004
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#4869, "So has the immortal staff ever considered adding this?"


          

Although I'm not sure this sort of thing would never be -real-
high on the priority list, has the immortal staff ever considered
something along the lines of well, dunno if there's a better term
for it, but roleplay-correct repopping?

Back in the days of me having free time, I tried to code a mud
where it wasn't like 'BAM', mobs just appeared after a certain
tick. Without too much problem, I got it working, and it went
something like this. For example, I had an outpost that had
soldiers arriving on wagons from its host city (ie. reinforcements)
and they would spread out (walking) to their designated posts if
a soldier there died. It was timed, and based on several factors,
so it was pretty intricate. I mean I was about to get it to the
point that you could stop these wagons midway and stuff, and other
things. Raiding them so a city wouldn't reinforce, etc.

A less intricate example was me making insectoid hives that would
repop the insectoids, and if you destroyed the hives they would
stop for awhile while they were rebuilt.

Point being, an example in CF that I could see, is if you were in
the Mausoleum slaying zombies, after a certain period of time you
see 'A wave of cold, black energy sends a chill through your spine
as it sweeps through the halls of the Mausoleum.' After this echo,
here and there a few new disgusting, rotting zombies would pop up as
you see: 'You hear a dreadful moan as flesh and bones upon the floor
of the crypt come together and form into a disgusting, rotting
zombie.' or something like that.

And if you were to go so far you could make it so players can
temporarily disable things like this, like by killing a lead
necromancer or something, with possible group xp awards on that,
would put a slight spin on getting xp.

Anyhow, I could see a couple of areas that would benefit from it,
and especially area explores, as you don't wanna be in hell, fighting
Baalzebub next to his three lieutenants* and after you're done with
the lieutenants and killing Baalzebub his lieutenants automagically
appear again. Also wouldn't have to be all areas, just places you
wanna spice up a little (ie. no elves coming out of hives and stuff,
that would just be lame :))

(*) PS: Talking out of my you know what, never been that far down
inside Hell, and guessing as what's down there :P No IC info here
unless I'm unconsciously psychic.

I mean, in general, the pluses are that you don't get 1) The 'Well
I was halfway through the Mausoleum when the whole place was
suddenly and without warning filled with zombies and my entire group died.' syndrome or 2) 'Have we waited long enough for the Arendyl
elves to come out of hiding?' thing.

As I'm almost done with this post I realize you do got some of that
with the goblin raiders and bugbears, however taking it to a little
bit different level would be cool. I mean, even if you're just going
to have room echoes when creatures return. I think it would even
enhance the roleplay a little. And I used the Mausoleum as an example
because I like wicked stuff :). Cityguards may work too. And as far
as I'm concerned, it's original, because I made it up.

Anyhow, this sort of thing ever been considered?

- Kazadan

  

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incognitoSun 20-Jun-04 09:02 AM
Member since 04th Mar 2003
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#4872, "it does sound a cool idea"
In response to Reply #0


          

I wouldn't have maus echoes visible from outside the maus though but sure, you might see guards walking past whilst you sit outside a keep though.

This is the best idea I've seen in a long time.

  

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