October 1997
- Carnage, scripting newbie guides Koster, Raph
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- Stranger in a Strange Land (was Usability and interface clawrenc@cup.hp.com
- Usability and interface ... Marian Griffith
- Usability and interface ... Caliban Tiresias Darklock
- Usability and interface ... Broly
- Usability and interface ... Caliban Tiresias Darklock
- Usability and interface ... Derrick Jones
- Usability and interface ... coder@ibm.net
On 13/10/97 at 12:07 PM, Derrick Jones <gunther@online1.magnus1.com> said:
>On Thu, 9 Oct 1997, Caliban Tiresias Darklock wrote:
>> On Thursday, October 09, 1997 5:16 AM, Broly
>> [SMTP:gunther@online1.magnus1.com] wrote:
>I also have a plan on the back burner to put in a nutrition system. This
>will also increase the range of character travels/interactions. Salmon
>is brainfood, red meats are best for muscle building, but they're high in
>fats...Its going to be tricky to do it right, but once its in, (smart)
>players will watch what they eat, set up trading guilds, and be
>ever-mindful of their food supply.
Would this enclude vegetarianism, veganism, frutuarians, etc as well as
the well documented benefits of fasting, enemas, and other bodily
cleanses? How about people like say the current day Dinka whose adult men
live on a diet consisting almost entirely of bull's blood and milk? Next
up would then be the very significant nutritional differences between
range (eg wild) meat and farm raised (all that fight/flight support
massively alters the basic structure of the animal yada yada yada).
Nutrition is a broad field -- a tough one to neither skimp on, or adopt
preconceptions for.
>Not all skills have to advance/decay at the same rate. Or even at all.
>For the golf example, each character would have a personal maximum based
>on character stats, so that poor dolt would never really become good at
>the game, but after many, many years he wouldn't be quite so bad. If you
>really don't like the idea of basing maximums and advance/decay rates on
>player stats, determine them at the time of character creation (either
>random or chosen).
For me this echoes back to the seperation of character and human player.
I have no problem with the character having stats which limit their
current ability, but I have a big problem with those stats being
unalterable. For me the game is more about overcoming those limitations
than it is working within them.
--
J C Lawrence Internet: claw@null.net
----------(*) Internet: coder@ibm.net
...Honourary Member of Clan McFud -- Teamer's Avenging Monolith... - Usability and interface ... Derrick Jones
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