by Gorka » Sun Jan 22, 2017 6:45 am
I like the coliseum, I like sub games in games. I like the loot, I like how doing something 10000 times teaches you about the game and efficiency. I think the coliseum is a great sub game in sloth. I support all new ideas and expansions.
Doing the coliseum again for me, was an attractive part of re-birthing... I'd be far less likely to go through the short term hassle of rebirth without this. So I support finding a way to let rebirths back in for repeat drachma.
However as a programmer, I'm a little worried that a "second coliseum" will just end up being more maintenance for you JB. As times change, you end up having to make the same changes in both coliseums, and also the same mistakes etc. Two coliseums is a duplication of effort, this will be a burden.
I'm sure MUDL has some severe limitations, but in an ideal world, there would be only one coliseum, and the coliseum adapts to the player circumstances... ie, level, rebirth status, using loot, not using loot by selecting a config. This would mean new ideas could be implemented rapidly, just by changing or writing a new config or by adding new systems to the config.
CONFIG_NAME=SPECIAL_CONFIG
ALLOW_PETS=1
ALLOW_USE=1
ALLOW_QUAFF=1
ALLOW_REBIRTHS=0
FIGHTING_TIME=8mins
HAS_SANCTUARY=1
USE_RANDOM_MOBS=0
LOOT_SYSTEM=POTIONS
DISTRIBUTION_SYSTEM=INCREASE_LOAD_WITH_KILLS
etc
(In each config file you store the high scores for that config for all the levels)
There is a problem linking the "drachma reward" with the number of kills you have at the moment... because these records exist just inside that coliseum config. So if the coliseum was to have different "modes" or "configs" you would need to store high scores for each of the modes. In my opinion the only mode to give drachma, should be the way it is now... but without the effect of astrology.
I'd suggest two modes...
1) A tightly controlled mode, which gives the drachma reward as what we have at the moment minus astrology.
2) An any thing goes mode, with randomly generated "gladiators" which load loot as kills get higher.
But my main point is, you don't need two coliseums, you need a strong config based system or else the setup and maintenance and future implementation of ideas will be extremely difficult.
As for coliseum mobs, although having 10-15 static mobs kind of keeps the coliseum "even" for all players, it makes the coliseum a bit static. I'd be inclined just to name each mob "a Gladiator", but give it random and dynamic attributes... players will not be able to script to the mob because of the mob name, they would have to adapt during the fight to the mobs tolerances as they discover them... It makes botting more challenging. If mobs don't have names, I will not know if it's ether, is it fire tolerant, will it reflect my spell? which leads to some excitement. Any competent player at the moment will have an efficient script for each mob name they meet in the coliseum, that should be taken away from them. This is a great idea I feel for the "anything goes mode." Obviously no drachma reward in this mode maybe some loot/coins load as kills pass a certain amount.
Lastly I offer to help you make it, or work with you to design the config system if you need. A good program breaks down into hundreds of little modular sub systems that can be turned off or on by using configs. This is also how I script in sloth mud for everything. Each sub part must be modular and self contained. Each system must be able to be turned off or on depending on the config. New systems can be added later, and added to configs making the whole system more maintainable and expandable. This will save hours in the long run.
Gimme a G! Gimme a ORKA!