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#1 |
New Member
Join Date: Apr 2004
Posts: 3
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I'm just putting down a few of my ideas for a possible future mud. I'm in the process of learning C, C++, getting a computer built for me on newegg.com, and I will probably buy a year of service at mudmagic or wolfpaw. To start off with char creation would have several balanced options.
opt. 1-Straight forward pick and choose opt. 2-Short childhood role-play opt. 3-Pregen chars (list and category can choose to role-play given background or write own) opt. 4-Random characters (system to make sure they're more or less balanced) -Enough skills to keep each character unique. Generated desc with selected features. -Match your physique to skills and stats (rare 7" thief or 2" barbarian penalized). Combat -Dynamic brutal combat system (sword to head contact equals a split skull) -Small combat panel controlling combat style for automated combat or opt for manual commands -Mostly defensive maneuvers unless a reckless character (berserker) -Few swing and misses unless against an inhumanly evasive opponent. -Anything goes. Headbutt, throw your sword, or give them the Captain Insano eye-poke. -Get into non-fatal bar fights. Break bottles, knockdown tables, or leave them headfirst in the wall. -Match your eq to your stats and skills. A midget in plate mail? Maybe custom made. -Can use all eq but effectiveness depends on skills. Magic -Vibrant magic system -Face it magic is the most powerful force in the realms. Why? Because it's powered on life-force. Make your own focus and use your blooddagger to steal energy from victims. Or pay a warrior to drain enemies for you. Draw energy from earth-based energy nodes, heartstones, and magical items. Or draw from your own vitality. -Mages are battles mammoths. But fighters have developed techniques to defend against magic and you can only cast so many spells. -Gain limited magical items by pooling resources with a colleague or take them from corpses. Thievery -Never overlook the thief. -A thief can fight but why should he when he can leave you penniless without risking his life. -Stealing isn't easy. Get caught and you will be either fined, dehanded, and even beheaded. Recognizable fenced items must go through the right channels, learn them well. -Achieve near legendary skills and try to rob the near-impenetrable Imperial Treasury or con a bank or shop. -Dungeons and ruined cities may hide treasures and traps. Both you and a warrior hear about a buried treasure? He's probably not going to get past that swinging pendulum blade. If he does then lay your own nasty surprises. Skills -As massive a list as I can accomplish and keep each skill practical and usable. -Put your own signature on some of the skills. -Improve from use, learn from a teacher, or enroll in a school (tuition). -It doesn't take long to become competent but you'd better be dedicated if you want to be the best. Crafting -Huge crafting system -Anything from simple repairs to works of art. -May gain a reputation and attract the notice of an important noble. -Mass produced items as well as custom items, as well as rare limited items. -One lifetime masterpiece after you become a craft master. -Heard about really exciting way to implement crafting on forums. NPCs -Constantly in motion and doing tasks. Economic and social flow are visible. Programmed to respond to a myriad amount of questions. Will respond to character’s condition, eq, accent, and others. Worldwide Quests -NPC’s and reader board release knowledge about a certain item. Becomes like Ed Greenwood's Band of Four books. And the widespread chaotic killing begins. Hostile npcs lay in wait and also slowly follow the trail. Staff -Love to have a large Armageddon-like staff eventually. VNPC's and constant updates. Maybe also take a one-day per week down time. Other things I didn't mention -Fight intelligent A.I. don't start with bunnies. A five year old could kill one. -Money is life and while a living is easy to earn millions take work or luck. -Good eq or technique could turn the battle against a more skilled opponent. -Travel includes horses, carriages, ferries, ships, and magical gates. Walk to landmarks and conduct searches for specific areas and searches within areas for specific items. -World-generated weather. -Able to see figures at a distant in wilderness. Opens up ranged attacks. -Titles may be bestowed upon players and special app may start with them. Players gradually replace NPC's. NPC nobles run errands, buy luxury items, and hire employees. -Can be hired on as a guard for a caravan or ship. Usually medium-length, might encounter bandits, or rarely a fearsome monster. More jobs earn you a reputation among employers. Newer players might be hired on by a less free-spending employer. -Difference in regional economies may encourage player caravans. Perils may await. -I extremely like the idea of dynamic description. All in all I just want feedback about the ideas and about which codebase to choose. I know I’ll probably have to write some but I want one that will support the most of these features and be the easiest to put these features into. Within the next week I’ll have my computer, compiler, and C books. “That’s my motto: no regrets. That and everybody wang chung tonight.” |
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#2 |
Member
Join Date: Nov 2004
Location: Waycross, GA USA
Posts: 45
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Honestly, for a system that dynamic and character involved, I would recommend the using an LPMud as the base. A good place to start for picking out which driver and mudlib to use, go and look at the LPMud Resource & Reference site hosted at MURPE.com.
LPMud Resource & Reference site: |
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