Xref: utzoo rec.games.hack:2089 comp.terminals:555 Path: utzoo!mnetor!uunet!seismo!sundc!pitstop!sun!amdcad!ames!xanth!kent From: kent@xanth.cs.odu.edu (Kent Paul Dolan) Newsgroups: rec.games.hack,comp.terminals Subject: Re: We Need More Monster Characters! Message-ID: <3765@xanth.cs.odu.edu> Date: 27 Jan 88 04:27:47 GMT References: <4590@teddy.UUCP> <1729@faline.bellcore.com> Reply-To: kent@xanth.UUCP (Kent Paul Dolan) Organization: Old Dominion University, Norfolk Va. Lines: 28 In article <1729@faline.bellcore.com> purtill@faline.UUCP (Mark Purtill) writes: >In article <> elg@killer.UUCP (Eric Green) writes: >>I still think it's a bad idea to expand Hack's character set... what ought to >>be done, instead, is to get rid of one monster for every one added. There >>comes a time when things simply get ridiculous... > >The trouble with this is that eventually *all* the monsters will be special >in some way. (Because `boring' monsters will be the one(s) to go). How about >this tho: There would be in general more than one monster per letter. At >the start of the game, the program would pick one monster from each letter >to use in that game. So for instance, in a game you would either find giant >rats or rockmoles, but not both. > >Comments? > >^.-.^ purtill@math.mit.edu >((")) I'm kind of fond of the system used in some of the Rogue games, where the same symbol stands for a scarier monster on a deeper level. That way, a few dozen letters can provide a selection of hundreds of different monster types, without insulting really stupid terminals by trying to make them act intelligent enough to highlight, or whatever. Yes, I think that this would be a MAJOR change. Kent, the man from xanth.