[crossfire] Buildable savebeds
Mitch Obrian
mikeeusaaa at yahoo.com
Sun May 29 12:42:36 CDT 2005
I doubt that a sim would take up much cpu time if
abstracted abit. When a player enters the area then
gen the real animals.
--- Anton Oussik <
antonoussik at gmail.com
> wrote:
>
On 5/29/05, Lalo Martins <
lalo at laranja.org
> wrote:
>
> <quote who="Anton Oussik">
>
> > Upon joining a guild or buying an old-style
>
apartment/castle the
>
> > players will get a permanent apartment anyhow
>
though, and that may
>
> > make this player class an attractive guild
>
class. This certainly
>
> > requires more thought.
>
>
>
> This is supposed to only happen at a relatively
>
high level. So I think if
>
> we're modeling gipsies and traveling merchants
>
(for example), it's not
>
> uncommon that they join a guild after some
>
experience. By that point,
>
> we'll have to trust that the player has come to
>
*enjoy* the wilderness
>
> life enough to prefer it rather than reverting to
>
a "normal" guild player.
>
>
In that case I guess it may be OK to allow them into
>
guilds, although
>
strictly speaking it may be easier to disallow them
>
to sleep on beds
>
of reality. That would require them to be outside in
>
the wilderness to
>
save, unable to get to sleep on a bed.
>
>
> What I worry more is - how are they "attacked" in
>
their "sleep"? Just
>
> logging in to find "sorry, your character is dead"
>
is VERY uncool. Maybe
>
> the attack happens *when* you log in (on the
>
excuse that "you wake up to
>
> strange sounds. Oh no! Your tent is being
>
attacked by wild creatures!")
>
>
Coding-wise this wya seems best.
>
>
> Or better, the presence of an occupied tent will
>
"attract" these random
>
> monsters, which will stick around until someone
>
wakes up. (From the
>
> strictly technical point of view, with map loading
>
and unloading, that's
>
> not exactly what happens, but you get my point.)
>
So this is a way in
>
> which a "caravan" would make people more safe;
>
bigger chance that someone
>
> else will take care of the monster before you
>
"wake up" ;-)
>
>
I'm not sure how this can be done. Perhaps it could
>
be left out to
>
start with, and then tied into a more general "wild
>
animals" patch
>
(there was talk earlier of making realistic wildlife
>
by adding more
>
animals and have them breed, eat, and hunt each
>
other. Therefore
>
depending on the climate different plants would
>
grow, thereofre
>
different animals would be able to survive eating
>
those plants,
>
therefore different predators would be able to
>
survive eating them.
>
Therefore we could end up with wild penguins and
>
polar bears at the
>
poles, and wild camels in the desert. Since a real
>
simulation would be
>
too resource-consuming the game would have to
>
approximate and seed the
>
map with the correct number of animals at map load.
>
Perhaps presence
>
of a tent to reality on the map should have a chance
>
of increasing the
>
number of man-eating monsters).
>
>
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