Heres my 2 cents on this.
Randomness of Interactions:
Title says it all, make every "grindable" aspect provide a random output every time or make time even random. Example, Runescape(waste of time anyhwo) as your mining, rock explodes(player is excited well lol -grind factor 1). Basicaly make the game like life, expect the unexpected ...
mob/proc/mine()
if(blah)
var/blah=rand(blah,blah)
RandomGenerator(blah)
proc/RandomGenerator(blah)
if(blah>blah)
spawn() new/mob/Magician
mob
Magician
var//bleh bleh
New()
for(var/mob/summoner)
summoner<<"You wana go on a quick quest buddy ill teach you a trick." |
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