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Article #572

>>Imps needed for new mud!<<

#572
From: be0rn
Date: Mon, 14 Sep 1998 01:08
67 lines
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This is an open casting call for IMPs: 

I am looking for coders for a new mud... perhaps even a new KIND of mud -
how new in fact could depend a lot upon you. I have a vision for the theme
and feel of mud over all, but I'm VERY open to others' ideas (and giving
credit for good ones). I'll seriously consider giving the green flag to
just about anything reasonable, if you're willing to put in the time to
code it. 

There's no real catch to the deal except that there could be lots of work
involved for all of us (though if we do it right, we should get a lot of
fun out of even the work itself). This mud's starting from scratch (and we
don't even have a code base picked out yet, but that's something you'd
certainly be welcome to help us decide upon). Sound fair? If so, please
read on.

~The main things I want us to have are:

* True remorting (from one class to another entirely different one of the
player's choice at the 50th level)
* A class tier that supports up to (or exceeds) 3 classes for a charcter
(mort + 2 remortings), then an extra 50-level hero-ish class (as yet
untitled) for a total of 200+ possible levels.
* An extensive class array, including rangers, monks, paladins, et cetera.
* An exp system that gives exp for succesful maneuvers in battle (including
exceptionally-executed combat skills) AND healing of other players instead
of the usual "A blahbalh is dead... You get blahblah exp" system.
* Dual wielding, available to all fighting classes (if a character's
dexterity's high enough).
* An area-type room/zone in which PC's could fight, die, and lose neither
exp nor eq 
(PK and NPK's alike); perhaps guarded by god-like mobs that're aggro to looters.
* A PK/NPK system in which the decision to go PK is NORMALLY permanent, but
there is an option for top-level imms to "pardon" the PKer (upon completion
of a few hellish quests, one of which would have to include re-equipping
and leveling their last 2-3 PK's).
* An over all international feel. The server's in the U.S, but I'd really
love to have players from around the globe (and I'm considering the name,
"Global" for the mud, if that doesn't sound too pretentious or conceited).

~Things I'd like to see (but I'm willing to vote on) are:

* Pirate, Samurai, Ninja, Bard, and Blackknight (antipaladin) classes
* Sub-races that can be "caught" (and can't be removed for say, 10 levels)
like vampirism, lycanthropy, zombification, et cetera
* A slung-over-the-shoulder slot for items like an unused shield (during
dual-wielding), a quiver, or even a pouch or pack. This couldn't affect
hit/dam (at least not enhancing it), but it might artificially up the
number of items a character could carry (if weight allows).
* PKing of NPK's ("murder") hard-coded to fall under HEAVY sanction (at the
code level by such things as auto-kill flags by healers and perhaps a
special mob(s) that does nothing but hunt murderers, shred them, and sac
their corpses - items included)
* Missle weapons/combat
* Mounts, warships, and seige engines
* An expanded inn with a safe room to serve as a meeting house for those
who just want to come on and socialize.

I'm honestly undecided as to whether or not there's a specific code base
that'd support all of this, whether we should hack one, or whether we
should try a frankenmix of bases, though I am investigating Smaug at the
moment. These are my ideas - now let's here yours.

If you're at all interested, you know someone who is, or you just have some
ideas or constructive advice/input to share, please reply to this posting
via e-mail (the addy's be0rn@javanet.com in case you're using a funky news
reader).
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From: be0rn@javanet.com
Newsgroups: pitt.unix-users,pitt.vms-users,pl.comp.lang.c,pl.comp.os.linux,pl.gry.mud
Subject: >>Imps needed for new mud!<<
Date: Sun, 13 Sep 1998 21:08:52 -0400
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