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). > > _______________________________________________ > crossfire mailing list > crossfire at metalforge.org > http://mailman.metalforge.org/mailman/listinfo/crossfire > __________________________________________________ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com