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Another note is that if you force builders to do PR to be able to build something half-decent, then they'll spend more time doing PR in an endless competition for devotees, than they spend actually building. So you might have very popular imms, perhaps, but not a lot of work will get done.
What I would suggest as an alternative is to tie objects to a deity's devotees post-creation. The builders have normal powers as they would on normal MUDs, but all objects (or only some, whatever) are tied to a deity. If that deity is doing well, then those objects become more powerful. If that deity isn't, the objects are quite weak.
Note now that you reestablish the distinction between the two fundamentally different tasks, and the different skills that are necessary to do PR and building. You can now have "teams" to represent a deity; you have one person who is the builder, and one person who is the public image.
Note that nothing says that there has to be a one to one correspondance between an in-game deity character and an out-of-game player. Nothing prevents you from having three people "be" one deity character, or conversely, having one player role-play multiple deities.
I agree with Meerclar, and I stand by my initial gut feelings that implementing your solution will ultimately lead you to heaps of difficulty, if not disaster and, ultimately, failure.
Now, on a brighter note... :) If you tie objects post-creation to a deity file's number of worshippers, then you could have something really interesting going on. I also agree with Meerclar that you should do some research and practice before actually starting. There is actually a very good thread on this forum about that subject:
http://www.gammon.com.au/forum/bbshowpost.php?bbsubject_id=2293
Read first, think second, do lots of meditating afterwards, and act last. Much like graphical video games (but to a lesser extent) these things do not build themselves overnight, and require much more infrastructure and skill than most people assume. I guess it's because there is the head start of having very functional code bases already out there; people assume that the MUD just runs itself, I suppose. |
David Haley aka Ksilyan
Head Programmer,
Legends of the Darkstone
http://david.the-haleys.org | top |
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