It has been suggested that there could be some kind of good/evil hostilities
or races that hate each other. But nowadays there can't be any reward for for
example killing a member of the opposing race or anything like that, because
it would just end up in mindless summon slaughterfest.
But but, disable summon and relocate unless authorized by the target. Then you
would actually have to walk and see the target manually without using any
magicks. Yes, this would make player killing a lot harder, and enflower batmud
even more. But it seems to me that pkilling is the only reason why this kind
of tune can't be implemented. Some guilds which specialize in killing could
still have their teleportation spells, but even then, if there was some 'elf
kill orcs' stuff, you could probably still walk around relatively safe unless
you bump into one on the streets of batmud.
Yes, you can try to prevent people from summoning you with lead rings and
stuff, but this requires you to be the active party. I know this idea will
never get implemented but now I've tried anyways.
The problem of a 'race vs race' system is not in the exact mechanics
in its possible implementation, it's in its concept. Why would such
system exist? Would it really make BatMUD more interesting for the
average player? Forcing role-playing doesn't really work, people
just get upset and quit playing. Goes into the same category as
'prevent races that dislike each others from partying together',
no gain, lots of pain.
The problem of a 'race vs race' system is not in the exact mechanics
in its possible implementation, it's in its concept.
I didn't mean only enforced role playing elements, but I remember some
incidents where people have actually tried to role play (assassins killing
their targets, guild members defending their guildmasters), but whose results
have at least for me discouraged role playing. (not that I've really role
played that much)