Quote:
How about considering that cloned mobs would tune according their
number.
Here\'s one way experience could be calculated:
exp = (base_exp * A) / (A + kill_count)
I don\'t remember if I ever submitted this, but I was toying with the
idea about a year ago. I didn\'t hink that kill_count would ever be
\"aged\", as it is now (so that you get more exp again after a while),
but otherwise it was pretty close to what we have now.
The value A would need to be set for each mob type though, which is what I
think we are lacking now. For instance, bunnies could have an A value of
1, meaning you would get significant exp for the first kill, but you the
exp would dwindle to pretty much nothing after that. Same thing for
certain big mobs that people are only supposed to kill a few times.
Other mobs could be the \"bread & butter\" of the MUD and have fairly
large A value (say 100). The given experience still approaches zero as you
kill more and more of them, but the rate of decline is much lower.
Unfortunately a slow rate of decline wouldn\'t keep players moving
within one day, so I think the existing \"quick tune\" is also a good
system. You could layer two exp calculations on top of each other, one of
which would adjust daily exp and the other one which would adjust long
term exp:
exp = (base_exp * A *

/ ((A + kill_count) * (B + short_term_count)
Kill_count never decreases and short_term_count is eroded just like in the
current tune. You can use both A and B now to determine how exp behaves. A
now controls the long term curve and B controls the short term curve.