Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Suggestion: make cave adaptation more significant  (Read 816 times)

GRead

  • Bay Watcher
    • View Profile
Suggestion: make cave adaptation more significant
« on: March 26, 2008, 02:07:00 pm »

Currently, cave adaptation is little more than a nuisance; as long as you don't mind all that vomit everywhere, the negative thought is pretty insignificant. So my suggestion is to give players more reason to avoid (or perhaps, even encourage) Cave Adaptation.

Penalties of Cave adaptation: Currently creatures who are cave adapted are irritated by sunlight, but aside from the vomiting, seem relatively unaffected; I would suggest that in addition to the vomiting, they also suffer penalties to their effectiveness in all areas while above ground, and greater penalties while above ground and outside. Conversely, Cave adapted creatures should get bonuses to their effectiveness while underground.

Cave adapted creatures could also gain the ability to see in total or near-total darkness, giving them an edge over non cave adapted creatures once the fire and lighting arc goes in. They would not need torches, freeing up a hand, and could fire a crossbow from beyond the sight of surface dwellers.

This would make Cave adaptation a more significant factor of DF, and could make for interesting tactical decisions on whether to prevent or embrace it. Dwarves are traditionally a subterranean race; they should get advantages when fighting in an element familiar to them and unfamiliar to their foes, just as they should be penalized for battling on the surface when they haven't trained for it.

Logged

Untelligent

  • Bay Watcher
  • I eat flesh!
    • View Profile
Re: Suggestion: make cave adaptation more significant
« Reply #1 on: March 26, 2008, 02:08:00 pm »

I like this, but if this goes in, I'd also like Cave Adaption to wear off after a while if they get enough sunlight.
Logged
The World Without Knifebear — A much safer world indeed.
regardless, the slime shooter will be completed, come hell or high water, which are both entirely plausible setbacks at this point.

Kaelem Gaen

  • Bay Watcher
  • And then it appeared the most terrifying creature
    • View Profile
Re: Suggestion: make cave adaptation more significant
« Reply #2 on: March 26, 2008, 02:25:00 pm »

I agree with Untelligent.

( I didn't realize it never wore off)

GRead

  • Bay Watcher
    • View Profile
Re: Suggestion: make cave adaptation more significant
« Reply #3 on: March 26, 2008, 02:54:00 pm »

I'm pretty sure it does actually.
I had a legendary miner working with magma channeling and the idiot burned his foot to mangled but at least got away alive; was in bed for 4 years. naturally this got him cave adapted.

My Meeting area was set topside and after awhile I noticed he'd stopped vomiting when going up; checked his thoughts and, despite being in the courtyard, he didn't have any 'irritated' or 'nauseated' by sunlight thoughts.

They just need to get allot of sunlight for it to wear off, like being stationed topside for awhile.

-edit-

should add here that if I'm wrong and they don't recover from cave adaptation then I fully support the implementation of a recovery method

[ March 26, 2008: Message edited by: GRead ]

Logged

Belteshazzar

  • Bay Watcher
    • View Profile
Re: Suggestion: make cave adaptation more significant
« Reply #4 on: March 26, 2008, 07:42:00 pm »

Nice I approve of the idea and it would be interesting if adventures could even become cave adapted. I could see a hearty, tan Conan type entering a labyrinth only to emerge years later a haggard albino with excellent hearing and great nightvision but nearly blind in the light and very sensitive skin.
Logged
In the year 570, Kjerdregus occurred.