SomeKnob wrote:Coded construction that doesn't require any admin assistance.
I've always wanted this. 1) because I enjoy the idea of being able to create something from nothing and 2) because I hate admins.
SomeKnob wrote:Not sleeping for extended periods of times should cause illness/debuffs, imo, since no one should feel completely safe all the time, regardless of how badass you are. By this I mean sleeping in game and not by having quit.
This is a tricky one. While I personally am in favour of penalties and "exhaustion" creeping in after PCs have been active for a period of time without codedly sleeping, I also can understand the arguments against forcing people to sleep. Namely, that everyone has only a limited amount of time to play each day, and nobody wants to spend a portion of that time idling in a room, vulnerable, doing nothing when they could be doing something
Japheth and I have talked about implementing a system where you can divide your PC's day up into tasks they accomplish offline. We never really went into specifics about it, but how I imagine it working is that every PC has a set amount of time counted toward offline play. You determine how that offline time is "spent" and things accrue or occur as a result. You might set your PC to labour menially, or sleep. There might be a way to "spend" several of these hours training, to prevent skill degradation (if that does ever become a thing.)
That might be the best compromise I can see in regards to forcing sleep, though: require it, but give players the option of having their PCs sleep while they're offline. Otherwise, it becomes too much of a punishment for a casual player who doesn't want to get pigeonholed into a "casual" role (social/crafter.) (Or you end up with ARM situations, where a whole bunch of combatants curl up in a tent and sleep for 5 minutes after every mile they've walked, with zero RP surrounding it.)
SomeKnob wrote:Warnings when someone walks into the room armed.
Not sure how much work this would be, but it sounds like it could be a relatively simple addition to the code that could be toggled on and off at will by the player on their account.
lawedan wrote:proper survival systems
The best survival system also hinges on a solid crafting system at its core, in addition to a forage system and a hunting system that is separate from the aforementioned crafting system. It also requires, IMO, a predator/prey model and a wildlife spawning system that is more than just "on crash or on hour, spawn x mobs in y room and walk up." I would kill to see predation, over hunting, seasonal change and lack of food source all affect the amount (and quality) of mobs that are spawned at any given time.
The crafting system, obviously, is important because at some point you need to be able to make something from nothing. It drove me crazy on SOI when I was out in the middle of the harsh, unforgiving wilderness, struggling to make a campfire to stave off the night and the cold, and couldn't because there was no flint and tinder kit lying around, or because I had object A when what I really needed was the slightly different but functionally similar object B.
Japheth has put the forage system in place, and I think it's actually pretty decent, but I haven't tested it out extensively or anything yet either.
But that said... LabMUD won't likely have a proper survival system in place. FutureMUD, undoubtedly, will. MUDs that are made in later iterations of FutureMUD, undoubtedly, will. But there are higher things on the list of priorities now that make it, at best, a later addition to LabMUD.
lawedan wrote:some proper cooking systems.
I've never been big on the crafting side of RPI MUDs, mostly because I haven't seen a crafting system yet that I actually liked. That said, I think the knowledges system, coupled with whatever crafting system Japheth puts in place eventually, could make cooking actually worth a damn.
It might be a thing in LabMUD, and it might not. There are certainly conditions in the game world that would make a cooking system important. But even if it's not in LabMUD, I don't doubt it'll crop up in other games - especially fantasy ones. Anything with a remotely medieval or late medieval vibe usually has pages and pages of descriptions of food, and crafts to go with it.
lawedan wrote:I'd really love seeing MUDs where you actually have a sense of ownership in the form of houses and apartments, or even a shack.
Me too. I should have put that on my list, along with a farming system that is separate from crafting and is influenced by weather and terrain type, and has timers on it that are as long as seasons, or even decades.
I have two MUD ideas floating around waiting for a (more) full release of FutureMUD: Beyond the Door and ArmorMUD. Beyond the Door is the medieval peasant simulator one, and thus relevant to the discussion. In it, ideally, no one will be "homeless" - everyone will either have a house, a guildhall, someone else's house (if they are an apprentice), a farm & farmhouse, barn (if a farmhand, etc.) or a hovel somewhere. I hate how the majority of PCs in MUDs just "exist" - when they are online, they're active, and when they're offline, they're... sleeping somewhere in a gutter if they're mentioned by others at all. So I want everyone to have a home somewhere to go back to, even if it's a shitty one, and for the truly homeless people to be so only by choice - ie, they're playing a homeless person specifically. In addition to that, I want roles to open up to family roles in addition to RPP race/special perks/etc. roles. I want PCs who run a farm able to put up a role call of their own, with admin approval (accepting or declining an already written role) for farmhands, for family members - brothers, cousins, etc.