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People Centric Spawning
Posted: Mon Nov 03, 2003 5:49 pm
by Solfius
Credit to David Goodwin for this idea, not his words, my words, his ida
What is your opinion about "people-centric" spawning?
Spawning based upon population density where it is more likely to spawn in a place of greater density than one of low density.
I have been thinking now that it would make a good interim measure between babies being introduced
My bit to add to it:
do you think it would be possible to insert an extra step in there?
something along the lines of a chance of spawning centrically, or spawning in spawn locations?
Then where we need more characters we create spawn locations as required.
when chars are made the first thing they do is go down one of the two "branches" centric or traditional spawning, and thus we still get an influx of characters in the traditional way to where they are needed.
We could adjust chances as we see.
Or we could randomly select an island for the new char to spawn on, and then spawn centrically, but only taking into account that particular island, or even, if we wanted, a particular area of an island
I think it would be best to combine both those
Posted: Mon Nov 03, 2003 6:00 pm
by Meh
The first one or two chracters off the application screen for new accounts should be spawned the old fashion way to give them a better introduction (unless they wind up in Shring-Sri, actually nevermind).
I was thinking:
1) Language choice as now
2) Random Island (as now? sort of I guess?)
3) Population based/People centric spawning on the island from #2
Thanks.
Imagine being born in prison. The child of an over idle person in some places.
Posted: Mon Nov 03, 2003 6:16 pm
by Solfius
I think that they should be spawned in the mai area of a location, but people in buildings should be counted for population density
Posted: Mon Nov 03, 2003 6:21 pm
by Solfius
to provide an example model as i love doing...
make a new char (choose language etc)
1) randomly chooses to spawn either centrically or normally (chance should be adjustable)
assuming centric spawning:
2) randomly select an island
3) work out for each location which percentage of the total population is in each location, this becomes the chance for spawning there (a minimum of one male and one female should be in place)
4) spawn in the selected area, in the main part
assuming normal spawning:
2)randomly select a spawn location from the ones available
3) spawn in the selected area, in the main part
Posted: Tue Nov 04, 2003 2:25 am
by The Industriallist
I really like this idea. It would give 'natural' towns, like the forests that have wood and iron but no spawn point a more even break. Also, an actual, Machiavellian IC motive to jail people instead of killing them: increase your local spawning rate

Posted: Tue Nov 04, 2003 4:20 am
by new.vogue.nightmare
Also, if you end up with a spawn point getting wiped out (think Naron) There wuldn't be a bunch of newbs suddenly spawning there and then running everything like nothing ever happened. Thus, the motivation for "Freeing" Naron from Lad by killing all the civilians wouldn't work.
Posted: Tue Nov 04, 2003 11:22 am
by Jos Elkink
Yes, I start to like the idea better and better

... The point about Naron is also a very good one.
Posted: Tue Nov 04, 2003 4:36 pm
by Solfius
although, if you still kill everyone in Naron and there are no more officials there then you have freed it form Lad, you just don't have anyone else to fill the void.
Yes, I start to like the idea better and better
everything is falling into place

.....
Posted: Tue Nov 04, 2003 4:42 pm
by rklenseth
Perhaps this should also work depending on how many males and females are in an area. An area of only one sex probably should not produce this type of spawning. But lets say Cantr has an influx of players, we don't want to have 20 people spawning this way where there is only one female.
I would still rather see procreation added with children. I don't see where the problem is that many other people are seeing. I don't think most parents would have a cow if you were to explain to them how the game works. Plus then things like prostitution can exist and either cause social problems or not (will Cantr societies make it illegal or legalize it).

Posted: Tue Nov 04, 2003 4:48 pm
by Solfius
well, i was suggesting this as an interim measure between now and true procreation.
Perhaps when spawning there can only be one spawn per male/female couple a day?
Posted: Tue Nov 04, 2003 4:52 pm
by rklenseth
Solfius wrote:well, i was suggesting this as an interim measure between now and true procreation.
Perhaps when spawning there can only be one spawn per male/female couple a day?
Whoa, that's alot of exercise per couple.

Posted: Tue Nov 04, 2003 5:09 pm
by Solfius
well, we aren't suggesting procreation, just a more real life like representation of population growth. Ie where there are more people there tend to be more births. This idea is still spawning, as opposed to procreation, which is the next step, but this idea may be easier to implement, and is better than the current system. So we put this in now, with a view to putting procreation in next, when we can
Posted: Tue Nov 04, 2003 5:11 pm
by Meh
To have a newspawn 20 year old somehow releated directly to the existing characters would mean that the chracter would have to be 35 at least.
I think simple random without regard to females/males is fine.
Or it could be only the 35 year olds and up that are walking newspawn locations in themselves with 20 year olds popping in all the time that they had forgotten about.
Realted to this and children. If the random selection was based on indiviudal chracters newspawns could be thought of as a relation.
Spawning next to a chracter of age:
20 - a cousin
21-34 - a cousin or sibling
35-49 - a parent or aunt/uncle
50+ - grandparent, greataunt/uncle
That would help chracters that otherwise would not take interest in one another take a little interest. You could always choose not to take an interest but it's a little better than.
Existing character:
666-6 You see your cousin <real new chracter name> coming from his manhood ritual (20th birthday/spawning).
New chracter:
666-6 You see your cousin <real existing character name> as you leave your manhood ritual (20th birthday/spawning).
The existing character may feel obligated to introduce the new chracter.
They have been given each other's names already.
Posted: Tue Nov 04, 2003 6:18 pm
by Jos Elkink
Well, I think we should either opt for a procreation kind of mechanism, with children, or (perhaps temporarily) for a spawning based on number of people. Mixing the two I don't really like - so no check whether there are men or women, no assignments of families, etc. Just spawning like now where more people on a location increases the chances of spawning. And then later on work on a children system, which I still like best, but which will require people so play children ...
Posted: Tue Nov 04, 2003 6:26 pm
by Solfius
Jos Elkink wrote: or (perhaps temporarily) for a spawning based on number of people. Mixing the two I don't really like - so no check whether there are men or women, no assignments of families, etc. Just spawning like now where more people on a location increases the chances of spawning. And then later on work on a children system, which I still like best, but which will require people so play children ...
That is what I was thinking, this system should always be thought of as a temporary improvement until we can get a proper procreation system going.