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............./ / THE LEGENDARY TIMES
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......./ /...../ __/../ /____../ __/../ /.../ /./ /./ /
....../ /_____/__/__../ \_\ /./ /__../ /.../ /./ /_/ /
...../ / /./ /./ /./ /.../ /./ /
..../ /_/..\______/./_____/./__/.../__/./_______/ MUD
.../________________/ running on mud.aus.sig.net 9999
199.1.78.16 9999
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http://mud.aus.sig.net/ ftp://mud.aus.sig.net/pub
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VOLUME THREE, ISSUE FOURTEEN October 29, 1996
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FROM THE EDITOR
DEPARTMENTAL NEWS AND UPDATES
Coding
Building
Player Relations
Administration
ARTICLES
A Peek Into The Skill Trees Code Base
Overseas Correspondent
Legendmeet
SOCIAL EVENTS
Tidings and Tidbits
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Please send your responses to articles to the Legendary Times address
at [email protected]. Letters to the editor are welcomed.
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Hi Again,
Well most of this issue is devoted to an event of interest to us all:
skilltrees, so make sure you take a look. However, there are a few other
things here and there as well. We really need more items for Leila's personals
column and more on social activities to keep up production at this rate, so if
you like these things, send your submissions to me or to Leila or to
[email protected].
Thanks,
Sabella
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DEPARTMENTAL NEWS AND UPDATES
CODING
- BUG FIX:
A small omission in Mrs. O'Leary's acts has been corrected. She has also
been made to more closely match her level and experience. Remember to read
the rules posted in the inn there. Other bug fixes are going into the
skilltrees code as we continue the push to finish it up.
- SKILLTREES:
The coding department is hard at work on skilltrees. Check out the article
below to see what they've accomplished so far and what they are going to
be doing. Lots of work ahead. Cheers and good luck to them.
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BUILDING
- IMPROVING QUESTS ON LEGEND:
One of the primary concerns I've heard from players is that many quests do not
give enough clues. As quests are one of my main concern, I would like to
enlist the players of LegendMUD to help in making the quests on Legend better.
How would someone go about this?
My first stomp at this will take the form of a lot of player input. I request
that if you find a quest and you begin the tedious process of looking for mobs
to talk to, write down anything you ask a mob that you think is relevant to
that quest. If they answer you with a strange look like they don't know what
you're saying, let me know! I will try to put reasonable responses in for
these. Unfortunately, space is limited, so not every mob in every area will
answer general things such as 'help'. But I know for a fact that there are
missing keywords that mobs would rationally respond to. I'm more than willing
to include some, if not all of these, in currently existing quests.
Unfortunately, with the volume of submissions I hope to receive, I will not be
able to reward these on an individual basis with treats and/or coupons. I will
make an attempt to mention submissions and contributions in the LT or on
boards, but I'm hoping that striving for a better gaming experience with the
input of players will be a drive to help the builders out on this. Because
when it comes down to it, the game really belongs to you, the player. I hope
that you will take the time to make LegendMUD a better gaming experience for
all.
- Rufus, Head Builder
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PLAYER RELATIONS
- DIFFERENT GAMES:
Some new types of games have gone on around Legend lately. Trivia, our
ongoing favorite has continued to run, of course, but Dominic ran a
variant recently - MASH Trivia (for those obsessed with the TV show MASH).
Everyone had lots of fun, even though it was quickly apparent that Dekker
must have been truly obsessed with the show as he knew all the answers.
Congrats Dekker. Parrilyn has been considering running a religious trivia
variant as well. Check out the trivia board for information on this. On
another line, Parrilyn also ran an "I Spy" game recently which was well
attended. If anyone else has ideas for games they'd like to see, feel free
to send them along.
- STORYTELLING:
The long delayed chapter of the ongoing story of the Duke's Ranch is
planned for Sunday Evening. Everyone show up at Mrs. O'Leary's to hear
about the establishment of Duke's ranch, the birth of his children,
getting cattle, and Duke's eventual death. This section includes a tragic
semi-romance as well. The popular Halloween Scary Tales is planned for
Halloween, to be held in the new Graveyard of the OOC so everyone keep an
eye out.
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ADMINISTRATION
- CHOCORUA'S BACK
Chocorua returned from his week's hiatus this week. More should be
upcoming from Administration soon, including the long-awaited Player Code
of Conduct.
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A PEEK INTO THE SKILL TREES CODE BASE
YES, THIS STORY COULD HAPPEN TO YOU...
You had a habit... it was a bad habit, but it was yours, and you liked it.
Every day, as you went to your home in Lima, off of the marketplace, you'd
hitch your horse outside and tell it to stay put, you'd walk inside after
checking your mail, and then you'd place your cherished orb in your chest.
(Andara made it for you, she's quite a nice carpenter--but she's only on the
mud really late at night because she lives on the other side of the planet).
And now you log into the game, check your chest, and find it empty. Your orb
was stolen! You quickly check who is online... nobody you know. Nobody who can
help you... No wait--There. Strickland has a WHOIS string that says "Master
Detective." Perfect! You ask him to come over, which he does. After paying him
his fee, he uses his detective skill and ascertains that only one other person
has been in this room recently: your archenemy Gildar.
Strickland offers to try to track where Gildar went, for an additional fee,
but you can't afford his prices. So you decide to take revenge. Gildar is no
easy foe, but you're determined to go it alone. You know he tends to do an XP
run through the Seoni jungle, so you decide to go there to wait.
You set yourself up in an ambush, but night falls before his usual logon time.
You dare not use a light, or he will see the glow from the next room. But your
shirt has a weak rune of vision sewn upon it by your clanmate Fred, so you can
see the dim red shapes of those who pass through.
Suddenly you hear a deep rumbling voice. "Nice try at an ambush, but I saw
you..." You can't see who it is, and desperately try to remember what Gildar's
voice sounded like. It's too late, though. You realize he must have seen you,
circled behind you, and now he's got you in a chokehold. You start to pass
out, but try to stab him nonetheless.
Then it is that you realize why Gildar is such a deadly opponent--he's
incredibly strong. He armwrestles you, and pushes your own dagger into your
heart. At least he can't loot my corpse, you think to yourself, as the menu
scrolls by. Then you realize that he's proven himself quite adept at stealing
already...
A "SKILL TREES" OVERVIEW
Skill trees are really a misnomer for a major revision to the LegendMUD code
base. The changes involved in implementing skill trees are much more
wideranging than merely adding new skills, or even grouping them into skill
sets. This code upgrade has been in the works for over a year now. wideranging
than merely adding new skills, or even grouping them into skill sets. This
code upgrade has been in the works for over a year now.
There have been several articles and lengthy documents written about skill
trees already. If you want to read some of the evolution of skill trees, or
get more detail than what is offered here, it is suggested that you try out
the following link:
http://mud.aus.sig.net/texts.html
This location offers the comprehensive "skill trees faq" version 1.1, which
does not cover some of the elements to be found in this article, but which
does go into far greater detail on many systems than what this article can
cover. It is STRONGLY recommended that you read this FAQ before reading the
rest of this article.
The goal of this article is to update you on additions since the skill trees
FAQ was done, provide you with a list of skills that we plan to have in the
new code, and discuss things like the new hometowns. trees FAQ was done,
provide you with a list of skills that we plan to have in the new code, and
discuss things like the new hometowns.
WHAT IS PROGRESS AND WHEN WILL IT GO IN?
Currently, we estimate a minimum of a month more work, maximum of three more
months. There have been several delays related to the addition of new features
and Ptah & Kaige's (hellish) work situation. So the best answer we can give is
that we don't know for sure.
Recently, all the learning and atrophy stuff was finished; you get better at
skills more quickly when you are a novice, and it gets harder to progress in
them the closer you get to 100% ability. Atrophy is also less likely when you
have only minor ability, and more likely the closer you are to the peak of
ability. The mud tracks the overall frequency of use of all skills, and uses
that figure to adjust the learning rates for skills. This means that skills
that are used rarely, such as sustained breath, are easy to improve, and
skills that are used constantly (such as combat skills) improve at a much
slower rate. The result is that overall, the rate of to improve, and skills
that are used constantly (such as combat skills) improve at a much slower
rate. The result is that overall, the rate of progress in all skills is the
same over a given amount of time.
On the building side, expansions to Lima have been mostly completed, adding a
new marketplace and new mobs, plus a new quest; Arabia has seen the addition
of more newbie mobs and more interactivity, including a new quest; and Frisco
is all done. A few new rooms have been added thus far to Klein in the process
of creating peasant fields and wilderness, as well as newbie quests. There are
also changes in progress in all the current hometowns. In addition, many of
the generic animals found in the mud are moving to become one standardized
template, so that players can expect consistency in the abilities of wolves
and bunny rabbits mudwide.
NEW FUNCTIONALITY
Here's a list of new "stuff" that isn't skills that is going in with the
skills tree code.
- currency
Areas will be able to have different currencies, or use barter as a method of
buying and selling. You'll be able to change your money by just depositing it
and withdrawing the new currency, as all banks will automatically give you
local currency when you withdraw money. In the case of barter, you can use an
item and trade it for something you want. There will still be an internal gold
standard for everything.
- rent cost versus shop cost
The rent value of an item will be figured in gp and will be an internal value
quite separate from its shop value. This will enable us to make a much more
flexible economy with player-made items.
- lore
The new lore skills will access helpfiles that are tiered by skill level, so
that you can get quest hints, information about areas, and info on items.
- player housing
Players will be able to go to an outdoors room with an exit free and simply
type a command to start renting a house on that exit. The house will
automatically deduct a set fee per mud day from the player's bank account,
whether or not they are logged on. When the bank account runs dry, the house
and all contents vanish. This house can be locked, will have a mailbox for
getting and sending mail, and will draw from defined room descriptions that
fit each area. Players will be able to furnish to taste with player-made items
from the carpentry skill.
- ownership
Ownership locks on items mean that the item in question cannot be gotten, nor
items removed from within the item, nor the mob mounted, unless the steal
skill is used to transfer ownership, or the item is bought or sold. Owned
items and mobs save over reboots, so they are always where you left them. If
they are containers, their contents save too--though some thief Owned items
and mobs save over reboots, so they are always where you left them. If they
are containers, their contents save too--though some thief might loot them.
Corpses are always owned by the deceased, so they save over reboots too. Owned
mobiles and items can be named by the owner, and owned mobs obey simple
command, like follow, guard, stay, flee, and attack.
- rent scale
The "cushion" on rent is going away, as it mostly served to entrap players
into going overrent and losing all their equipment. Instead, the new rent
scale uses a sliding scale, where newbies get more rent than they do now, and
the amount of rent gained is inversely proportional to your level. Low levels
gain more rent at each level than high levels do.
- shops
Shops will have a fixed amount of gold from which to purchase items, and they
will alter the purchase and sale prices of items based on how many they have
in stock. They will only produce items up to a certain ceiling, and will not
restock instantly, but instead only once per mud day. Builders will be able to
define some items are less likely to restock quickly. and will not restock
instantly, but instead only once per mud day. Builders will be able to define
some items are less likely to restock quickly. Players will be able to engage
in trade and commerce by ferrying items between shops where there are
surpluses and shortages of items.
- herbs, ores, and gems
Herbs will become invisible to those who lack the herblore skill, and their
location will become more random (though still within predictable ranges of
rooms that suit the real life environment for that plant). Those with the
appropriate skills will be able to mine ores and gems,and gather herbs, for
use in trade or in skills.
- lights
Lights will be lit with the 'light' command and extinguished with the 'douse'
command, permitting you to drop lights in rooms to illuminate them. The wear
position becomes irrelevant, so you can wear lights anywhere that they fit. We
hope to make it so that you can see lights approaching from a room away.
- whois
High prestige and high levels of ability in a skill will result in automatic
whois strings appearing, such as "Master Carpenter."
- moods
Everyone will get moods access.
- voices
Players will be able to choose voices while in character generation, and these
voices will be used whenever you cannot see the individual (yells, blindness,
facing away, etc) as well as in the sing skill.
- positional combat
Described at more length in the FAQ, this enables circling behind opponents,
rushing in and out, and makes the attack range and weapon size matter much
more. It makes retreating possible, and opens up possibilities for many new
skill behaviors in combat. These commands and abilities will matter much more.
It makes retreating possible, and opens up possibilities for many new skill
behaviors in combat. These commands and abilities will be available to
everyone.
- balancing fighting stats
Hitroll, damroll, and hit points will be balanced, making strength, con, and
dex fighters even for the first time. This includes redoing the hit table,
increasing the effect of AC, and making combat more skill-based based on your
proficiencies.
- stats
Stats will change gradually when you wear a piece of equipment, and gradually
when you remove it. This includes when you die, so that you do not return
utterly helpless after death. This reduces spamming for stats so that people
do not gain mastery of multiple skill sets by switching a few pieces of
clothing around. Hit points, mana, and move points will be on your current
stats, so that removing all your con gear means that your maximum hit points
slowly slides down. This means that Con fighters will have high hit points,
but other types will not gain permanent advantage maximum hit points slowly
slides down. This means that Con fighters will have high hit points, but other
types will not gain permanent advantage from levelling equipment.
- new XP scale
A new XP scale will be implemented which changes the value of a single point
of experience, adds in a much gentler curve, makes life easier for newbies and
smooths out the problems that exist in the current scale. Although there is
not enough room here to go into many details, you can see a comparison of the
current and the new scales at:
http://mud.aus.sig.net/xpscale.html
with graphs and everything. Remember, in comparing the two using this
text-only version, that the value of an XP point in the new system is not the
same as the value of an XP point in the old system!
Current XP Scale
Level CurrentXP CurrMobXp Leveldiff Killstolevel
1 0 50 750 15
2 750 95 1250 13
3 2000 139 3000 22
4 5000 181 7000 39
5 12000 222 12000 54
6 24000 260 20000 77*
7 44000 297 14000 47
8 58000 333 16000 48
9 74000 367 18000 49
10 92000 400 20000 50
11 112000 431 22000 51
12 134000 461 24000 52
13 158000 490 26000 53
14 184000 518 28000 54
15 212000 547 30100 55
16 242100 573 32100 56
15 212000 547 30100 55
16 242100 573 32100 56
17 274200 600 34200 57
18 308400 625 36300 58
19 344700 650 38400 59
20 383100 675 40500 60
21 423600 701 42800 61
22 466400 727 45100 62
23 511500 753 47500 63
24 559000 782 50100 64
25 609100 813 52900 65
26 662000 848 56000 66
27 718000 888 59500 67
28 777500 933 63500 68
29 841000 991 68400 69
30 909400 1061 74300 70
31 983700 1150 81700 71
32 1065400 1265 91100 72
33 1156500 1415 103300 73
32 1065400 1265 91100 72
33 1156500 1415 103300 73
34 1259800 1613 119400 74
35 1379200 1876 140700 75
36 1519900 2227 169300 76
37 1689200 2700 207900 77
38 1897100 3335 260200 78
39 2157300 4194 331400 79
40 2488700 5358 428700 80
41 2917400 6934 561700 81
42 3479100 9073 744000 82
43 4223100 11977 994100 83
44 5217200 15921 1337400 84
45 6554600 21281 1808900 85
46 8363500 28569 2457000 86
47 10820500 38480 3347800 87
48 14168300 51962 4572700 88
49 18741000 70325 6259000 89
50 25000000 111111 or greater
49 18741000 70325 6259000 89
50 25000000 111111 or greater
New Xp Scale
Level New Xp XP to Lvl New Mob Xp Kills of same
Level Min level to level
1 0 0 62 26
2 1600 1600 141 27
3 5400 3800 264 28
4 12800 7400 421 29
5 25000 12200 607 30
6 43200 18200 819 31
7 68600 25400 1056 32
8 102400 33800 1315 33
9 145800 43400 1594 34
10 200000 54200 1891 35
11 266200 66200 2206 36
12 345600 79400 2535 37
11 266200 66200 2206 36
12 345600 79400 2535 37
13 439400 93800 2879 38
14 548800 109400 3236 39
15 675000 126200 3605 40
16 819200 144200 3985 41
17 982600 163400 4376 42
18 1166400 183800 4777 43
19 1371800 205400 5186 44
20 1600000 228200 5604 45
21 1852200 252200 6030 46
22 2129600 277400 6464 47
23 2433400 303800 6904 48
24 2764800 331400 7351 49
25 3125000 360200 7804 50
26 3515200 390200 8263 51
27 3936600 421400 8727 52
28 4390400 453800 9196 53
29 4877800 487400 9670 54
28 4390400 453800 9196 53
29 4877800 487400 9670 54
30 5400000 522200 10149 55
31 5958200 558200 10632 56
32 6553600 595400 11119 57
33 7187400 633800 11610 58
34 7860800 673400 12105 59
35 8575000 714200 12603 60
36 9331200 756200 13105 61
37 10130600 799400 13610 62
38 10974400 843800 14117 63
39 11863800 889400 14628 64
40 12800000 936200 15142 65
41 13784200 984200 15658 66
42 14817600 1033400 16176 67
43 15901400 1083800 16697 68
44 17036800 1135400 17220 69
45 18225000 1188200 17746 70
46 19467200 1242200 18273 71
45 18225000 1188200 17746 70
46 19467200 1242200 18273 71
47 20764600 1297400 18803 72
48 22118400 1353800 19334 73
49 23529800 1411400 19868 74
50 25000000 1470200 20403 75
NEW SKILLS
What follows is a lengthy list that covers all the skills that we hope to have
in the installed version of skill trees. Many are familiar to you, and some
have notes with them giving a brief explanation of any changes. Note that this
list is NOT FINAL, and is subject to change!
Advanced Swordsmanship
Advanced Fencing
Advanced Arms Training
Aggravate - lets you anger an enemy and get them to attack someone else
Ambush - like hide, with a backstab-like attack when your target appears
Aggravate - lets you anger an enemy and get them to attack someone else
Ambush - like hide, with a backstab-like attack when your target appears
Anatomy
Animal Lore - gives you info about the animal
Appraise
Archer
Armorer
Armslore
Armwrestling - gains the ability to make your opponent stab himself
Auctioneer - lets you use the auction system
Augment
Backstab
Balance
Bandage
Bash(Str)
Basic Arms training
Basic Swordsmanship
Basic Fencing
Beserking(Con) - an uncontrolled rage that invokes automatically
Basic Fencing
Beserking(Con) - an uncontrolled rage that invokes automatically
Bodyslam(Str)
Bowman
Bowyer
Breakdoor
Brew
Calm
Camping - lets you rent out in the wilderness
Carpenter - lets you make "owned" items like furniture and chests
Case
Chant
Chivalry - a skill to let horses fight with you
Choke
Climb
Clothmaking - unsure whether this one will make the cut
Conductor - lets you conduct groups of bards
Cover Tracks - removes your tracks from a room--also fingerprints
Cultivate - lets you grow herbs from one existing one
Dash
Deadeye
Detect Trap
Detective - lets you search for fingerprints, identify killers of corpses
Disarm - part of the Master level prof.
Disarm Trap
Disguise - lets you change your apparent desc, based on existing areas
Disinfect
Distract - costs opponent a round of fighting
Dodge
Dowsing - lets you find drinkable water in the wilderness
Draw
Dress Wound
Dry Herb - extends timers on herbs
Eloquence - adds the ability to create your own moods, and mimic voices
Enchant
Entangle - uses herbs to make barriers, or thorns
Entice
Entrance
Expert Prof
Falconry - lets you tame birds (own them)
Fascinate - convinces a mob to assist you in combat
Fence - lets you auction with no visible name
Field Surgery
Filch - steal for just money
First Aid
Flavor
Flip - combat skill
Forage - like the spell, for rangers
Forge/Smelt - and engrave/etch too, to personalize
Foul
Furrier - clothing from animal fur
Gunplay
Gunsmithing
Gunplay
Gunsmithing
Haggling
Headbutt(con)
Herblore
Hide
Hiking - reduce move cost for a time
Hunt - will use tracks left in rooms
Inscribe - put spells on scrolls
Inspire
Jeweler - put gems on armor and weapons and such, giving stat boosts
Judge
Kick(Dex)
Listen
Locate Object - a thiefly thing that gives rumors on proximity
Locate Plant - gives impressions of its location
Lore - bardic skill for accessing hidden helpfiles on areas/items
Lullaby
Lumberjack - lets you get wood from trees
Make Amulet
Make Bandage
Make Oil - new uses for herbs
Make Staff
Marksman
Master of Arms - give additional ability in weapons plus disarming
Master of the Duel
Master Swordsman
Medicate - use drugs on people
Mending
Mesmerize - lets you give one command to a victim
Minerology - like herblore for ores and gems
Mining - lets you get gems and ores
Peek
Perform - can net you gold with singing/playing/etc
Pharmacology - like herblore for drugs
Pick Lock
Pin(Con) - combat skill
Plant Talk
Play
Poisoning
Poulitice
Powder
Praise
Prestidigitation - an invisible put/get/give/drop
Purify
Rage(Con)
Repair
Rescue
Ride - becomes a newbie level skill, and horses will be common
Root
Runery - lets you use runes in embroidery for stat boosts on clothing
Sample - lets you try to determine herbs in a potion
Satire
Scan
Set Trap - yes, players can booby trap items and doors
Sharpshooter
Shipbuilding - includes repairing ships
Sing
Smithy - lets you make weapons & armor--GOOD ones, with quality ratings
Sneak
Sniper
Soothe - like calm for animals
Speeddraw
Stalk - an invisible follow (use with sneak)
Steal
Tackle(Str) - combat skill
Tailor
Tame Animal - tame animals stay over reboots and rents
Tanning
Track - smaller version of hunt
Trance (was Meditate)
Trip - new combat skill
Tumble
Two-Gun - use two guns at once
Unseat - for jousting
Vanish - throw down a cloud of smoke... a stage magic skill
Ventriloquism - throw your voice
Warcry
Woodscraft - better carving, salting meat, making campfires
Wrestle - new combat skill
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OVERSEAS CORRESPONDENT
Another Letter From Triangleman
Hello once more Legend, its time for the halftime report from Legend MUD's sea
going reporter, TriangleMan. We have a little less than 3 months to go till we
get home, halfway there!
Let me bring you up to date on the goings on out here. At the end of August we
pulled into Trieste, Italy for a 5 day stay. Trieste is a nice little city on
the border of Italy and Serbia. There were quite a bit of old Roman and
Venitian ruins. It was a nice city.
>From Trieste we sailed around Italy, dropping off half of the squadron in
Sigonella, Sicily. Unfortunately I was not one of them, seeing as how I was
one of the lucky ones to take a foray into the Black Sea. So I stayed on the
ship traveling to Toulon, France where we spent 2 weeks doing repairs to the
ship and fixing the helicopters. The only good thing about pulling into Toulon
was being able to talk to Sandra right after hurricane Fran hit. Toulon is a
French Naval port, and unfortunately looks like any navy port in the world,
real dirty. It was nice, but I wouldn't go on vacation there. The whole time
we were in port in Toulon I kept looking for the rude Frenchman. I never did
find one, no matter how hard I looked.
After our longish stay in Toulon we sailed around Italy again, picking up the
half of the squadron we had left in Sicily, and made our way to the "box"
(sitting off the coast of Bosnia going around in little circles). We had lots
of speculation about if we were going to the Gulf or not, but when the USS
Enterprise went there we were the largest ship in the Med so we were the ones
to sit in the "box".
We stayed in the "box" for 2 weeks, then pulled into Izmir, Turkey for a 3 day
stay. Not much I can say about Izmir, dirty, lots of people and it seemed like
everyone of them wanted to sell something for a dollar. It was a little
overwhelming to have 6 people all tugging on you trying to sell postcards,
fake leather jackets, rugs, chicklets, beanie caps and any other item that
could be carried. I did have a great local dinner of something that I couldn't
figure out. Funny, I don't recall seeing any dogs there... hmmmmmm *ack*
Once we left Izmir we cruised up the coast of Turkey and are now right in the
middle of an exersise with the Turkish navy and army doing amphibious landings
and troop insertions with helicopters. We are supposed to be going to Souda
Bay, Crete the third week in October for a few days, then possibly to Malta.
Time has started to drag, and attitudes on the ship have started to drag a
little, but we have made it halfway so hopefully it'll start going by a little
quicker now.
Sandra sent me the September LT's and it seems that the MUD is going full
speed, its just to bad I'm not there to enjoy it with everyone. I think I'll
be the highest level newbie when I return. Ah, that should be fun!
I would like to end this with a congratulations to Hunter_Rose and Katya on
their marriage (why am I always the last to know about these things).
Peace!!
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LEGENDMEET
Ok... it's that time of year again! Ryssa and I need to know what date is best
to hold the LegendMUD meet in Austin, Texas this year.. We have heard from many
that Late March to mid-April is best due to spring break. Well, we need to
know who you the best Fri/Sat/Sun to hold this. Please append to the welcome
board and/or let us know asap as people come from far and wide and need dates
and places to stay for these such events :)
Thank you,
Northstar
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