Hmmmm.. This thread seems awfully quiet. I was working on something similar by myself a few months ago. Of course, I then mostly fell off the face of second life due to RL and lack of motivation.

But I see no reason not to post my original plan, and how much I completed...
I was going to setup an assassins game that worked something like this: Each game hosts a maximum of 20 players. Each player is issued a HUD and a weapon or weapons. You have to wear the HUD all the time, so you can just stick a copy into each outfit you usually wear. When you log on or put the HUD on the HUD automatically e-mails the game server telling it you are online. The server then sends back a packet of information which includes your target's codename. Every few minutes your HUD sends out a new packet of information saying your current location. If the person hunting YOU is online, they'll receive an update as to which sim you're in. After a short time delay, of course. Otherwise it might prove impossible to find your target considering how large SL is.
Each assassin gets a code name. I thought it would be funny to use all names from one source. Kermit kills Miss Piggy, Gonzo nails The Swedish Chef, etc. When you get near your target you can use your HUD to 'examine' the people around you. If your target is in range, it will tell you "That person, John Doe... He matches the description for Agent Fonzi." So you would have to get near your target at least once to idenfity him.
Of course, you could just 'shoot' anyone who gets near you to be safe... To prevent that, killing civilians.. OR untargeted assassins... Makes you an OUTLAW. Which means you're free game for every remaining assassin in the game. The only people you can legally kill are your target.. and the person hunting you. And you can never be SURE who it is who's hunting you... Kill the wrong person, and you're free game.
I pretty much coded the entire server system for this. I set up the communications protocols and target matching and whatnot. My main problem was with the weapons themselves.
I considered using sensors, but here's the rub: Sensors can kill you right through walls. The sensor will only register an object as being in front of you if the sensor beam passes through the CENTER of the prim in front of you. So if you're standing at the edge of a 10x10 wall, I can nail you easily as long as the sensor beam doesn't go through the center of that wall. The only way around that seems to be using projectiles. Of course, if the projectile moves too quickly it can skip right past thin objects without colliding. So you need to make the bullet long to avoid tunneling. Of course if you make the bullet long, it might skewer the target... AND an object in front or behind them. I was trying to build a better bullet when my interest waned.
And, of course, there's the fact that simple shields will block bullets. So the game would depend on the people playing NOT being jerks.
We played Assassins on my college campus once, long long ago. One of the best parts in my opinion was the e-mailed updates describing when and how each person died. I was going to include that as well, and send out daily 'news reports.' "Police Commissioner I. B. Clueless held a press conference today relating to the body found in Wainscot today. The corpse was identified as John Doe. He was found by some local linden tree scavengers, lying face down in the mud, shot 18 times in the back of the head. The Commissioner has assured the public that this appears to be nothing more than a tragic suicide."

Maybe someday I'll actually finish programming it... OF course, by the time I get around to it, LSL Will likely have changed!
