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Author Topic: Random Injury  (Read 4787 times)

Meph

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Re: Random Injury
« Reply #30 on: December 13, 2014, 03:29:43 am »

I had a lengthy discussion about this in my mod board, we called it "the random god of death", which adds a 1% chance of a dwarf dying a year, listing humorous reasons (choked on alcohol, got a heartattack because his sock was missing, etc).

The overall feedback was positive, as long as it was an optional feature that can be disabled for people that dislike it. It would have resulted in 1 death a year in a 100 dwarf fort, and 2 deaths in a 200 dwarf fort, etc. The fact most people disliked is the inevitability, every time I introduce negative mod features, there must be a counter-measure, otherwise people dislike it.

Accidents I introduced long before, with specific workshops being able to start fires, or people getting arsenic poisoning from smelting metals, or people getting sick while butchering, or working with refuse.

Just pointing out that it works well in gameplay, and adds a certain realism and dynamic,  if your smelter starts to burn or your refuse-burner (I have a crematory) starts to puke from the stench.
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utunnels

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Re: Random Injury
« Reply #31 on: December 13, 2014, 03:56:45 am »

1% is a high chance.
But I see you point.

Although I think the accidents should be based on their traits. Careful dorfs usually don't burn their workshops easily. A toothless dorf tend to choke on food. And so on.
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BoogieMan

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Re: Random Injury
« Reply #32 on: January 05, 2015, 05:31:57 pm »

I was coming to suggest something similar and decided to search first.

 I think random minor injuries would be good for adding depth to the world as well as doctor practice and such. Mostly for Dwarves doing semi dangerous tasks such as mining, woodcutting, animal training, and hauling heavy objects without a wheelbarrow.
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Gargomaxthalus

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Re: Random Injury
« Reply #33 on: January 08, 2015, 03:43:13 pm »

It might already be a thing since DF2014:
http://www.bay12forums.com/smf/index.php?topic=141539.0

Staalo(sp?) gave that the name "Flying Dwarf Syndrome" in the new dwarven childcare thread. It's a bug not a feature.
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jwpartain1

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Re: Random Injury
« Reply #34 on: January 08, 2015, 03:53:08 pm »

Spoiler (click to show/hide)

This is exactly how I would love to see it implemented. Training of observation, which would have a large effect on accidents, would be great.
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Gargomaxthalus

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Re: Random Injury
« Reply #35 on: January 08, 2015, 05:43:26 pm »

The potential for fatal accidents is important if accidents exist at all. Features that don't have downsides in proper proportion to any upsides don't really fit with the game's tone. What we need is better, balanced ways to replace the dwarfs that succumb to such things. Not being liked is no reason for a valuable feature, even if the value is only found in the drama that it kicks off, to be excluded. Only after a feature has actually been implemented can anyone really know whether or not to like it.

Any feature that is considered "controversial", should be made an option rather than a hard and fast rule. Simply dismissing an idea like this based on preconceptions is foolish. Start out at max complexity and then scale back until you reach a level that feels fair and balanced while also causing some undervalued discomfort.


Yeah sorry about how all of that is structured. Communication isn't really "my thing". 
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Well lets see... at least half of what I say is complete bullshit. Hell the other half tends to be pretty sketchy...

OOOOHHHH,JUST SHUT UP AND LISTEN TO WHAT I HAVE TO SAY AND MAYBE I'LL GO AWAY!!!!!!!!!!

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Batgirl1

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Re: Random Injury
« Reply #36 on: January 08, 2015, 11:02:46 pm »

I like this idea, especially the way IndigoFenix outlines it.  I'd limit it to floors and work-related injuries, though, unless some other feature gets implemented to justify "falling out of bed" being a thing (Nightmares in haunted forts, perhaps?) ...Okay, I changed my mind: haunted forts should have a chance for Dwarfs having nightmares that roll them right out of their beds. 
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