One thing I'd like to implement is some sort of RTS-style game on top
of everything else.  Something where players can control areas, raise
armies, collect taxes, stuff like that.  I haven't figured out any of
the details yet, it's just an idea that's been bouncing around my head
the last year or so.

On 6/21/05, Sandi Fallon <[EMAIL PROTECTED]> wrote:
> > Has the MUD wheel been perfected to the point where it's only a matter of
> > tweaking aesthetic items that makes a game "unique"?  I mean, in all
> > honesty, how much farther can the text-based gaming community go with the
> > development of M**'s?  What is there that's left to do?
> 
> I think there's a lot left to do. It does, as you suggest, take some
> imagination... it also takes understanding the game. I've been working
> on my DeepMUD codebase since the only ROM derivative was ROT. I saw a
> progression from Merc to ROM to ROT, and decided to go the other way.
> That is, rather than give players more of this and that and make
> things easier, I took things away, and made things more...
> interesting. :)
> 
> Here's a short list of things I've changed:
> 
> There is no 'nanny' - you create your character in the game.
> Gain replaces selecting skills in the nanny.
> There are no groups, you can select spells individually.
> There are 30 levels rather than 50. (You can still go to Hell, though :)
> Experience To Level is the same for all, not based on race or skills.
> The amount of XP needed to level increases with each level.
> Alignment is set by your Guild (class), and may not be changed.
> Races have Guild aptitudes rather than XPL penalties.
> Each skill has a Guild based aptitude factor.
> The game engine runs faster - ticks, repops, rounds, all happen faster.
> In addition, Mana users get more mana faster.
> Regen is increased - you sleep less.
> Food has nutritional values, you need to eat a balanced diet.
> The number of things you can carry is limited - better get a bag.
> You level by command at the King, not automatically while fighting.
> After leveling, you will dream of a grail to quest for.
> You can offer grails to High Druids for higher stats (there are no 'trains').
> You can use BONUS instead of LEVEL to get more practices (Guild Coins).
> Stats can go as high as 28. (really higher - not just spread out)
> You can drop a light and see in the room.
> There are only 14 wear positions. Choose your EQ carefully.
> Damage messages are based on the current % of the mob's HP.
> The races use code extensions and each is truly unique.
> 
> I changed the races first (to avoid pwipes, and so as not to be
> limited by balance issues later on), but I still have the "stock"
> areas, skills, spells and classes. These seem to be the things most
> coders concentrate on, but they are, in fact, rather superficial.
> You might say I changed the world, rather than the society that
> lives there. Or, since my intention from the beginning was to create
> a derivative, you could say I left the "fun stuff" for others. :)
> 
> Yes, I'm bragging perhaps, but my intention is to offer my slightly
> different view as an inspiration. I owe a lot to this list: it's
> been much more helpful than any of the "boards" and many of the
> folks here get personal mention in my credits file. Another low
> noise source of ideas is the newly formed MudLab forum.
> 
> And this isn't meant to be an ad, but since I announced 'beta'
> yesterday, you're all welcome to drop by and see how the game
> actually plays. This is the Solstice, my plan is to have a full
> release by Samhain (that's Halloween to most of you).
> 
> Oh, yes, since it's not listed anywhere:
> 
> MUD: tirnanog.wolfpaw.net 2442
> 
> WWW: http://tirnanog.wolfpaw.net
> 
> (the "changes" file on the web page goes into much more detail)
> 
> 
> Cheers,
> Sandi
> 
> 
> PS: I mentioned 'understanding the game'. I strongly urge any coder
>     to build a few areas. It is the areas that contain the mobs we
>     kill, the equipment we use, the rooms we explore... it is the areas
>     that make the world we mud in. If you don't have a deep understanding
>     of how the areas work, your code will just be new pictures in a
>     history book.
> 
>     A great reference for ROM building is here:
> 
>     http://www.dizzymud.com/BuildingGuide/ab.htm
> 
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