Download Game! Currently 73 players and visitors. Last logged in:SahadevDerfelWoodrowWills

BatMUD Forums > Ideas-wanted > Re: An idea for an alternative "mob prot" of sorts

 
 
#1
09 Jul 2011 18:16
 
 
news send ideas-wanted An idea for an alternative "mob prot" of sorts
Once I still was a wizling a idea of an alternative mob prot came to me. I did
not need it myself and thus never implemented in any form. It is not an all
around solution for every monster, but it just might suit certain ones pretty
nicely.

Let us say that there is a 200k monster with some pretty nice newbie gear. It
is meant to be killed with ~6man newbie party, but highbies keep on killing it
all the time for the rep, quick cash, sheer kicks or whatever. We do not want
to prevent them from killing it, but we do not want them to do it all the time
either.

Usual solutions would be level limiting the area or certain rooms somehow
(Purple worm, Goshawk), making the eq give bonuses only if one has his name on
it or mobprot for a suitable length of time.

Now, how about calculating roughly how much a newbie party is supposed to do
damage on the monster and then prevent it from taking any more than that in
certain time span? If the monster knows it had like 90% health a minute ago,
it just will not go below 80% and just shrugs the extra damage. A newbie god
of some sort is protecting it for fair play or whatever would be the excuse.
It will take some damage again once another minute has passed and so on.

Benefits for this would be, that nobody would be prevented from killing the
monster if they really wanted to (for explore, helping their newbie friends
etc). The system would be pretty transparent and the over powerful party would
get clear messages when the monster starts shrugging damage. They would know
what is happening and they could either skip the bugger or settle for staying
a little longer to get it slain. Also a newbie priest could boast when he gets
the monster to the point it starts shrugging off the damage. :)

-C

 
Rating:
1
Votes:
5
 
 
Corto
2y, 96d, 6h, 51m, 44s old
Level:
83
 
 
#2
09 Jul 2011 19:14
 
 
Yet another idea came to me now that I read what I had hastily posted. This
one is meant to be more like an eq-mob special spice thing than a simple prot
system.

How about.... instead of just making a monster shrug off the extra damage -
make it gain nasty temporary specials? Those evil special trickeries good eq
monsters are supposed to have. A low-end party could get the monster down in 3
hours with just basic endurance and not fooling around too much... A highbie
party in hurry would do that in 1 hour, but they would have to deal with all
the evil twists the monster is able to make them put up with!

-C

 
Rating:
1
Votes:
3
 
 
Corto
2y, 96d, 7h, 51m, 46s old
Level:
83