What is that MOO thing coded in?
The core is in C/++ but everything in the game is programmed by an object oriented script language that is simple and yet powerful. It garbage collects like every OO language, it compiles on the fly, it is stored in text format, it has a built-in inline debugger that returns the exact code that gave error without crashing the mud, it is reasonably fast since it's actually compiled, it is threaded, it allows for raw input/output for binary transfers, it can create TCP connections to anywhere you want (so it can work as a webcrawler or connect to a SQL database), it allows for writing and reading of files in the server outside its own database, and so on. For example, it's powerful enough for you to be able to make a webserver out of it. You can also make an IRC client or server with it. It's also multi-platform as there is a winMOO compiled version of it, so you can have a windows host instead of a *nix one simply by copying your database over.
http://en.wikipedia.org/wiki/MOOI modified my MOO source only slightly to allow MCP (Mud Compression Protocol, it basically gzips data before sending it, to lower bandwidth usage at the cost of CPU usage), but I don't think we need that. As for images, if they are really necessary, a lot of mud clients already use MXP, which is a set of HTML-like tags the client interprets. For example, it's able to load images right off the web, create browser links, full RGB color, bold/italic/underline tags, etc.
I don't know if I will actually start and go through with this, but I think MOO is the best pick for making a mud easily and fast unless you have extensive C/++ experience.
If I do start and go only to a certain point then give up, I will give the database out to anyone who wants to continue it. I will make sure to fully comment the code to make it easier for people to pick it up. My database also started from minimal, so you don't have to deal with the bloated up shit that LambdaMOO is.
From what Soulwynd's idea entails, I think you can force someone out of a homepage by killing all the stuff in it, just as if you were trying to claim a page as your own homepage.
I think that was the idea, yes.
Possible ways of increasing the protection of your homepage:
-Being online at the time of the attack
-Friends/People who Bookmarked/clan(guild whatever) it will receive an alert
-Capturing and placing traps
-Capturing and placing 'monsters'
-If we go with a rogue-like kind of view, changing the map structure to make trap corridors, wide open areas with lots of monsters
-Equipping your monsters with items
I'm still not sure how to make this game *FUN* besides being a dungeon crawler and a silly random exploration game. Of course, that's enough for rogue-likes, but I'd like more things. I'm thinking about some fun ways of making stuff like crafting work.
Can we get a "physical" meaning to the player attribute? Like Latency and Bandwidth. It can actually be measured. And the players will actually "feel" the different importance between websites. And under the current design, a player is an entity with many "pets" who can mine out keywords and hyperlinks in this "crawler world"?
P.S. we need to give a better name for this game. Crawler Fortress? Crawler War?
Things that can be measured will be displayed to the player. Things that are 'feeling' based will just have a word for it instead of an objective number.
And I think the player will be the entity. He will not have pets, no. At least not at first, later we could let players 'program' semi-autonomous entities.