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Author Topic: Thief, Assasin, rival fortresses and civilizations  (Read 1159 times)

mrechofox

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Thief, Assasin, rival fortresses and civilizations
« on: January 16, 2015, 08:40:59 am »

dwarf fortress ideas

This isn't exactly fleshed out but just some general ideas:


with the addition of the thief role in adventure mode ( when it does get added that is )

   the ability to play as a thief from your current fortress and be able to steal artefacts/gold/etc. in adventure, that would then be available to
   the player when they load up their fortress
   

Assassin class

   similar to the thief idea the assassin would be played in adventure mode and could assassinate rivals or enemies of your fortress
   this is assuming that one day you could compete with other civilization even dwarven civilizations/fortresses for profit or territory?
   
   Some dwarven king giving you a hard time at your border when immigrants arrive? Or stealing your live stock, or launching attacks?
   
   launch adventure mode, infiltrate their fortress and assassinate their leader!

Expanding upon starting scenarios:

Toady mentioned setting up a roadside tavern, but what about creating an entire village. I know dwarves prefer the underground, but I think it would be a   unique challenge. Once that village was created or mature for a few years and had an established Inn and tavern you could load up adventure mode and explore the village you created, perhaps even help or receive quests from your village you created.
« Last Edit: January 16, 2015, 09:21:48 am by mrechofox »
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vjmdhzgr

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Re: Thief, Assasin, rival fortresses and civilizations
« Reply #1 on: January 16, 2015, 06:40:13 pm »

This is all already possible. Just make a fort, retire it, start an adventurer from the fort, and do whatever. You can steal stuff and bring it back to your fort, you can kill goblin historical figures nearby your fort, and you can also build aboveground in fortress mode then go look at in as an adventurer.
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Its a feature. Impregnating booze is a planned tech tree for dwarves and this is a sneak peek at it.
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Gargomaxthalus

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Re: Thief, Assasin, rival fortresses and civilizations
« Reply #2 on: January 20, 2015, 12:46:31 am »

This is all already possible. Just make a fort, retire it, start an adventurer from the fort, and do whatever. You can steal stuff and bring it back to your fort, you can kill goblin historical figures nearby your fort, and you can also build above ground in fortress mode then go look at in as an adventurer.

All of that is...... sort of interesting in a small minded sort of way but, it serves NO purpose. He's talking about actually having systems in place where you actually need to make a real effort to steal something. Systems where you receive quests from the nobles of your civ to go out and sabotage other civs through theft and calculated violence. The sort of systems that would really make DF shine by introducing complicated webs of intrigue.
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Bumber

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Re: Thief, Assasin, rival fortresses and civilizations
« Reply #3 on: January 20, 2015, 10:24:49 pm »

All of that is...... sort of interesting in a small minded sort of way but, it serves NO purpose. He's talking about actually having systems in place where you actually need to make a real effort to steal something. Systems where you receive quests from the nobles of your civ to go out and sabotage other civs through theft and calculated violence. The sort of systems that would really make DF shine by introducing complicated webs of intrigue.
Given that the OP mentions the thief role by name, it's not exactly clear what changes are being proposed here, given (un)retired fortresses should already behave as expected. (Assuming retiring adventurers in player forts works properly. I think it does for same civilization.)
« Last Edit: January 20, 2015, 10:29:21 pm by Bumber »
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Sirbug

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Re: Thief, Assasin, rival fortresses and civilizations
« Reply #4 on: January 21, 2015, 05:13:27 am »

What we need is a coherent quest system. Some of those quests might be about theft of artefacts or silent elimination of a figure.

And justice system where guards are present and react according to criminal law - stop shifty-looking foreigners, search them and arrest if they find stolen goods (Unique items are less likely to be cleared of theft tag, while mass-produced things like rock jewellery should be cleared once you get away.
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Cool, but wouldn't this likely lead to tongues having a '[SPEACH]' tag, and thus via necromancy we would have nearly unkillable reanimated tongues following necromancers spamming 'it is sad but not unexpected'?