Complete.Org: Mailing Lists: Archives: freeciv-dev: August 2005:
[Freeciv-Dev] Re: (PR#13717) Karma
Home

[Freeciv-Dev] Re: (PR#13717) Karma

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: per@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#13717) Karma
From: "Jason Short" <jdorje@xxxxxxxxxxxxxxxxxxxxx>
Date: Sat, 20 Aug 2005 10:01:31 -0700
Reply-to: bugs@xxxxxxxxxxx

<URL: http://bugs.freeciv.org/Ticket/Display.html?id=13717 >

Per I. Mathisen wrote:
> <URL: http://bugs.freeciv.org/Ticket/Display.html?id=13717 >
> 
> This patch adds a new game concept: Karma.
> 
> A new concept of 'karma' is introduced. This is meant to balance out some
> game strategies that we can deem somehow 'evil'. What comes around comes
> around. The chickens come home to roost. And so on. The idea is that if
> you carry out stuff that others see as evil, it (or rather, they) will
> come back to haunt you.
> 
> Eventually, this will be used (or that is the idea) to generate barbarians
> in a not-random, but also not-predictable manner that can be used also in
> multiplayer games. I would also like to use it to balance the 'raze city'
> functionality I want to add.
> 
> See http://www.freeciv.org/index.php/Barbarians for the full plans and
> karma description.
> 
> In this patch, all that it does is that players with positive karma (a
> rare thing), will never generate barbarians from huts. This is the only
> benefit from having positive karma I plan to add.

I don't like this idea.

1.  Conceptually it's just like reputation which we already got rid of.

2.  The name Karma has already been used to refer to global karma, i.e., 
some value that other players can change about you that persists across 
multiplayer games on pubserver.

-jason





[Prev in Thread] Current Thread [Next in Thread]