On Apr 3, 10:48 am, Eddie Grove <eddiegr...@[EMAIL PROTECTED]
> wrote:
> I don't see the point, but I'll try to restrain myself. I did my best
to pose
> leading questions rather than say what I want you to do, but it's hard.
:)
Don't hold back on my account.
The point is probably that I don't like making too big a change at
once. Chucking *ID* and changing the pseudo system a bit seems like
about enough for now; I'm sure this won't be the end of the story.
> One simple approach is multiple orthogonal types of pseudo. So one type
> measures how good something is, and another measures how bad something
is, and
> they are separate. You do not combine them. You re****t them
separately. You
> could further differentiate offense from defense.
Yes, this is exactly what I'm aiming at.
> The challenge is to keep it
> simple, easily and compactly expressed, and still useful.
....and making it play nicely with squelch.
> There is also the fantasy trope of the fighter who goes into a weapon
shop,
> and picks out 2 or 3 weapons to try. That implies you can make a good
> approximation from a distance. I would love for this to turn out to be
the
> model, but it is probably much too much to ask.
Yes, I like the sound of that too - maybe weaker pseudo once you get
within 5 grids, then better when you pick it up.
> In conjunction with no
> selling and a good squelch implementation, this allows dungeon humanoids
to
> drop the kinds of things humanoids ought to be carrying without
generating so
> many items to id that the game becomes unplayable.
I'm still kind of attached to selling - also, it's possible that the
wilderness makes getting rid of it less easy. But I might try making
it a birth option.
> I'll be very interested to see what you decide is the best overall
system.
Yes, so will I :)
Nick.


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