Posted by Tempus on 07/14
I think it would be pretty neat to have a marriage command that works
like befriended but shows up in your score. It would add more to the
flavor of marriage...
please post what you guys think about this?
Sunday, July 12, 12:45AM
too much overhead. It would require adding 1 string variable or 2
interger variables to each character (that includes mobs and players
since the code really doesn't know the difference between the two,
we specifically have to tell it) for what it's worth.
just my $.02 worth though, from a coding standpoint.
Sunday, July 12, 02:16PM
Hmmm, I think that beyond what Rufus said about the coding standpoint,
a marriage command would actually detract from the idea of marrying
someone. It's like-I've had people befriend and refute me for no good
reason, and it really made me feel like a mob instead of a player.
What's to stop people from just using a marriage command on whoever
they please, no matter whether or not the other person wants it?
I think that wedding rings and a nice ceremony are the best way of
telling the mud that you've married someone.
Lady Yvonne Alexander.
Sunday, July 12, 11:01PM
I agree that there is no use for a marriage command
as such, because there are already ways to
get wedding rings or similar. But just to clear
headbutt hazard little thing up : I think the marriage command
was meant to be typed by both parts, before it was
set. It would be of even less use if one part could
marry someone without that part's agreement, and thereby
making sure that the other part could not marry someone
Monday, July 13, 12:06AM
Hrmmm, I understand most of your post, Starr, but what was that
headbutt Hazard doing in there? ;)
Lady Yvonne Alexander.
Monday, July 13, 12:38AM
I think it would be nice if marriages could be added to the whois list.
Monday, July 13, 02:29PM
I'm curious as to what in the scale of things, another 4 bytes a character
NPC or mob for an additional char pointer is in the code. if we assume
there are... 2000 characters loaded on the mud at a time, that's an
additional 8,000 bytes of data, hardly a large amount. How many mobs
does that equate to? I'd be shocked if it were much more than 4, and
it seems that it's a feature that memory-wise, might be worth as much
as 4-5 mobs.
Tuesday, July 14, 02:08AM
Actually, on the average there's about 4000 mobs loaded, so another
10 to 12 mobs worth of storage, that perhaps 10% of the characters
will use, even less if some of them don't feel it's needed.
Doesn't seem worth it.