A few folks have asked why Ares has no inventory/objects system, so I thought I’d elaborate and also invite discussion on the subject.
Over the last decade or so, I’ve noticed a shift away from @created objects throughout the MU community. Objects are used principally to store code (which of course is done in a completely different way in Ares) or to store descriptions like signs and rings (which is done in Ares with a more elaborate “detail” system).
Other uses of objects - like coded weapons or vehicles - have mostly fallen by the wayside. But even if you did want to do something like that in Ares, you’d do it differently.
As an example - say you wanted to have a radio-like communicator system, and you wanted to limit it so only people who purchased a comlink could use it.
The “Penn/Tiny Way” would be to create a comlink parent object, and create a bunch of clone comlinks that you give to people. You’d then have some kind of comlink store object that tied into the economy system to deduct money and dispense comlinks. Whoever was holding a comlink could use the comlink code, and there’d probably be some stationary comlink objects in places like the command center that anybody nearby could use.
The “Ares Way” is different. You’d still create commands to talk on comlinks, but those commands would be global (as all Ares code is global). You’d also have to create economy commands to buy/sell/trade things. That economy code would set database attributes on the player based on what they purchased/acquired. Now the comlink commands could be locked to either: “This room has been designated as a comm center” or “this player has acquired a comlink via the economy system”. There’s no need for you to @create a bunch of objects to do that.
And if you just had comlinks,and not a whole economy, you could just make a single admin command to give them out, tied to a simple database flag.
Since this all ties back to an economy or custom code system, I saw no value in trying to make something like that generic. Each game would have its own unique approach.