Re: Ruins and Quests

John Morrow (morrow@gandalf.rutgers.edu)
Sat, 15 Aug 92 02:22:47 EDT

I was thinking about Rob's idea on having small wilderness locations
on the routes between other locations and I came up with the following
idea.

Each route is given a number representing the maximum number of hidden
locations along that route. Upon issuing the command:

MOVE [location] EXPLORE

units will move at 1/2 the normal rate (i.e. take twice as long to get
to their destination BUT the will check along the way for secret
locations.) Secret locations can be created on the fly as they are
discovered (given numbers in the [10000 - 99999] range). If one is
discovered, the game can create a new one or let the player discover
one that has already been found. When the maximum has been reached,
the game will only refer the explorers to previously discovered
locations. These locations can be reached (once discovered) by
issuing a "MOVE [secret location]" from either and of the path and can
be exited to either of the ends. It's distance between the two ends
will be randomly determined. When a new secret location is
discovered, a random encounter could be placed there (see my ruins
ideas).

Anyway, it is after 2:00 am. I hope the above makes some sort of
sense :-).

John Morrow - Varian [856]


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