A host of interesting replies. I''ll try to do them justice.
Saluk: Death is permanent, as you suggest, but the health is also tremendous - again, as you suggest. We want players to be encouraged to engage in skirmishes whenever they feel like it and not have to worry excessively about permanently losing their avatar based on a single encounter. It thus becomes the outcome of a series of bad decisions when an avatar dies. The "grief" might even serve as stimulus to do better in subsequent play.
We haven''t really developed the parent-child-egg thing yet, but your ideas on guarding the nest and protecting the young are very interesting. I like them because they also allow the player to grow attached to the offspring and maintains a high level of involvement if a parent avatar dies.
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Original post by MagicScript
But why would the player characters want to fight each other in the first place? If you have ''family'' names than perhaps over feud. Even without this, players will fight either because they have something to gain in attacking (and possibly killing) their fellow players or simply because they are being malicious.
Players are constrained to one of two overarching roles: prey or predators. Our animals (lets call them dinosaurs) are something analogous to herbivorous, largely deriving their sustenance from inanimate "life" (we call them microbes; they''re similar to plankton), but it is possible for a dino to become carnivorous and consume other dinos. Doing so gives a fast rate of growth at the cost of a sort of carcinogenic decay due to a substance in the bloodstreams of the victim, set off after a while. The more a predator dino consumes prey dinos, the more it needs to in order to combat the cancer. It is possible to completely extract the cancer, but at great loss of power and/or size. A dinosaur that becomes a carnivore and later extracts the cancer will now have a greater rate of decay should it return to eating other dinosaurs.
This systems hasn''t quite been perfected and is something completely different that we were planning to run by the public at a later date. The idea is to present the user with choices that have consequences, allow for repentance/change of heart but continued responsibility. For this to work, there has to be some downside to playing a prey throughout so players have a legitimate reason to consider both paths. It is also important to us that players know all the consequences of actions upfront. Finally, the offspring of cancer-infested dragons do not inherit the cancer nor the need to prey; it''s a non-transferrable genetic reaction.
Under this scenario, fighting becomes a matter of life and death. Obviously, predator dinosaurs will seek out weak, beginner prey. To give the beginners a chance, we also make some areas "safe havens" by virtue of the presence of certain (micro)organisms that attack predators quite rapidly, but give them enough time to escape. Another option is that the predators are too big to swim, so water can serve as an effective barrier.
Right now it''s very much a thrown-together scheme, and it will be significantly revised for consistency within the game world as well as for balance.
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Original post by MagicScript
Now my question is: when one player in a battle decides he''s had enough and is in danger of dying, what is stopping his enemy from persuing in order to finish the job?
Other than the safe zones (which we might still eliminate), nothing. The upside to safe zones is that they make the supply of "cancer medicine" for predators fairly scarce, thus ensuring a steady stream of attacks and assaults on prey dinosaurs. (predators can eat what prey can; they wont get as much nutrition from it, nor will it fight their cancers).
Predators will generally seek out mismatches in their favor (not because we constrain them to, but because doing so gives them the greatest chances of victory), making prey less vulnerable as they grow.
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Original post by MagicScript
In the event of players trying to gain something from one another, what do you get if your opponent simply runs away (presuming that you let him.)
This is part of why we''re trying to stay away from items. For one thing, they don''t make much sense in the context of our creatures and world; for another they complicate the rules and balance. Viewed in a certain way, though, there is the possibility of our dinosaurs having some possessions - kinda like how dragons supposedly had hoards of gold and precious stones - but it wouldn''t be other dinosaurs trying to dispossess them. It''d be adventurous little creatures - like hobbits and humans.
There''s no punishment for "murder".
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Original post by CGameProgrammer
Interesting, but the game will be played by humans, which are material creatures. We like getting nice items. So most players would probably want items in your game.
As noted above, we might consider an alternative where there are certain items. It is important to us to ensure that the entire game world and gameplay experience are cohesive and consistent. If items enhance this, then we''ll seriously consider them; if they''re detrimental, they''re gone.
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Original post by CGameProgrammer
I suppose one idea is having "items" that you insert into your genes to give you bonuses or abilities, and you can replace them with another if you want, and these will be inherited by your children. So you might find genes that give you a poison bite, or whatever.
This is an interesting idea. If you don''t mind me adapting it more to a technologically primitive world populated by "low-order" animals (ie, no man) based on science as opposed to Magick, perhaps the consumption of certain herbs/fruits/etc give certain physical/intellectual benefits (increased acuity of hearing, venom?). Finding, controlling and concealing the source of such substances would then be important (and could serve as an item detached from the individual) while some items would eventually be absorbed into the system (much like how some people are immune to certain diseases) in a way that can be inherited.
What do you all think?