Or newbies are able to find a fog-filled valley and elude their pursuers who
are trying to force them to battle. For five turns there is always a fog
bank, and for the next five turns there is a 20% reduction for finding an
Date: 9/20/94 3:28 PM
To: Russell Boggs
Received: by isisph.com with SMTP;20 Sep 1994 15:13:42 U
Received: from blekko.pbm.com by isis (4.1/SMI-4.0)
id AA03026; Tue, 20 Sep 94 15:06:08 PDT
Received: (from bin@localhost) by blekko.pbm.com
id RAA22434 for design-real; Tue, 20 Sep 1994 17:16:30 -0400
Received: from crash.cts.com (crash.cts.com [184.108.40.206]) by
blekko.pbm.com with SMTP
id RAA22432 for <firstname.lastname@example.org>; Tue, 20 Sep 1994 17:16:27 -0400
Received: by crash.cts.com (Smail220.127.116.11 #18)
id m0qnDBM-00024DC; Tue, 20 Sep 94 14:57 PDT
Date: Tue, 20 Sep 1994 14:57:00 -700 (PDT)
From: Patrick McLaughlin <email@example.com>
Subject: Re: Another combat factor
Content-Type: TEXT/PLAIN; charset=US-ASCII
The newbie shield need not protect them from being able to attack
monsters. ANd you might set the "can't be attacked" status to toggle off
at turns = N, or total stack under newbie combat value greaterthan X.
Otherwise, people will recruit a new player to haul a monster stack into
the heartland of someone's empire....
What I've seen work well is that you can attack them--but they are not
effectively reachable. In Oly, that would have to be something like...
all newbies who are _attacked_ (not if they attack) have the defensive
benefit of having a castle.