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Ok, another idea I've had, but haven't fleshed out any. I suggested the idea of this to Syn once upon a time, but it was forgotten about and whatnot. He liked the idea at the time, so, I shall repeat it.
This area is basically a floating city with a wandering UP exit in the wilderness.
Now, I can vouch that it is possible to make such a thing with SCRIPTING, as I created a mob that was able to dynamically link UP from a location in the wilds to a room in another area and remove it, without any harm done.
Making the mob wander the exit and verify it stays in the wilds is also simple (to me). Move the mob to the area's entry room, make it go down, unlink the exit. Now, have it load an anchor mob (a mob used to mark a location temporarily in the given script execution, to be purged when finished) and proceed to wander about. Checking to see that it's the wilds is simply done by checking the ROOM the mob enters. If the vnum is within the bounds of the wilds, A-O-K. Otherwise, go BACK to the anchor mob, and try again with a different exit. To make it stop once it selects a new location, use a token/object to indicate [b]STOP[/b]. It will let it short circuit to the end of the script at which point, it will purge the anchor and self destruct.
Now, this area could be fun to make, especially with the area being UP in the air.