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Ok... something discussed elsewhere but that I think will eventually be put into the game, that being UIDs for different things, for mobiles, objects, etc. The primary aspect will be that one instance of a mob, for example, will have a different UID than a different instance, even across boots.
That's all fine and dandy, but what good would it be to have a mob that has a UID of 3451 that acquires a certain amount of "presense" in the game, only to have a reboot erase it from existance. Well, my thought on this is that mobs should be able to become worthy enough to be saved across boots. They may not be a powerful mob, or even a unique mob. But they hold a certain level of "presence" in the game. Before the main repops at boot, all "persistant" mobs should be loaded, be they explicit mobs flagged as "persistant" or those that have "earned" that distinction.
I could see this as a way to make things evolve. A cityguard that saves its citizens from the attacks of a roving murderer (aka a player ;) ) could rise up in the ranks of the city. That guard could end up leading an entire squad over time. Killing said guard when he was a mere watchman could result in an entirely different response than if you killed this mob after being promoted a few times.
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I haven't actually read up on UIDs. I'm guessing the concept is to make every instance of a data structure seperate. It's actually quite a good way to prevent duping.
If you or Vizz wants to summarize the implementation, I'll be glad to listen. We really need something like this. What I think will do is make a data dir to store the data seperate from the area files, and then highly improve the saving of data over reboots (time conditions, weather conditions, etc. etc.)
Not to derail your thread here, I think that saving of mobs would be a good idea as long as it didn't drag down on performance too much… I'm sure we could find ways around this. It should be incorporated amongst a variety of things to save data through boots of the game.