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Author Topic: Missing Dwarf Reports And The Map Edge  (Read 1164 times)

Jake

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Missing Dwarf Reports And The Map Edge
« on: February 06, 2012, 10:39:56 pm »

As things stand the edge of the map acts like there's an invisible wall around your territory through which only merchants, invaders, migrants and wild animals can pass. But since it's going to be possible for dwarves to go missing through accidents, or "accidents", why not add some more mundane sorts of disappearance?

Instead of coming to a halt as if their quarry had disappeared into thin air, hunter stalking an animal or a militiadwarf pursuing a thief or snatcher would follow their quarry off the map edge, possibly generating a notification. After that, a series of probability rolls would be made. For one of three outcomes: Return with animal corpse/item that was stolen, return empty-handed (with or without injuries) or fail to return. Relative skill levels, quality of equipment and so forth would modify these rolls one way or another, as would how many other dwarves were accompanying them; squads should bring the bodies of fallen comrades back with them, for example, and assigned work animals would at lreast have their fates known. Whether it was day or night, and eventually weather conditions like fog, could also influence the chances of getting back.

If the latter outcome occurred, the dwarf would be listed as missing. Ideally this would generate some kind of Search for Missing Dwarf job, its priority depending on how many friends the missing dwarf had, and with the searchers potentially meeting with some misfortune themselves. As for what happens to dwarves who fail to return, well, there could be several outcomes if they or their body aren't found. They could turn up again on their own after a random amount of time, end up as the spouse of a night creature, or even settle down in another site and turn up as a migrant years later. Sometimes, their fate would simply remain unknown unless the player subsequently stumbled upon the body as an adventurer.
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I think Toady's confusing interface better simulates the experience of a bunch of disorganised drunken dwarves running a fort.

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knutor

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Re: Missing Dwarf Reports And The Map Edge
« Reply #1 on: February 06, 2012, 11:28:01 pm »

Jake,

I think, but am not certain.  Toady's missing feature is, a feature in order to provide the noble, Sheriff, with more to do between hammering justice out.  The way I read it, the Sheriff will conduct investigations into the missing dwarf, Van Helsing-like, when they become alerted of missing dwarfs.  They would become alerted if the missing dwarf had friend.  Otherwise, a friendless dwarf, would simply vanish off the planet, forever.

I'm all for the change you suggest, Jake, with a slight modification.  With regards to hunters, I would not include the 3rd option, to become missing.  Instead I'd add a 3rd option to determine, time absent or out of the region, maybe have the duration off the map, modified by his kinesthetic awareness.  A hunter is a tracker, right?  Wouldn't him getting lost, be 'sawing against the grain'. 

Sincerely,
Knutor
 
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Re: Missing Dwarf Reports And The Map Edge
« Reply #2 on: February 08, 2012, 05:55:47 pm »

How would it react to every dorf dying but the one that has left the map?

Urist McHunter returning to an empty fort...

Gotdamnmiracle

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Re: Missing Dwarf Reports And The Map Edge
« Reply #3 on: February 08, 2012, 06:13:04 pm »

I think this would be a good transition to what is the future hope of deliberately  sending others off of the map (trading, attacking, bolstering allies defences, etc) and i imagine that this will be implemented at some point in the next couple of updates (excluding bug fixes of course).

All the same, neat idea.
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Jake

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Re: Missing Dwarf Reports And The Map Edge
« Reply #4 on: February 08, 2012, 08:51:18 pm »

How would it react to every dorf dying but the one that has left the map?

Urist McHunter returning to an empty fort...
That ties into the separate issue of dwarves voluntarily emigrating, I suppose, but if the RNG decides the lost dwarf comes back they'd be hit with every "lost a friend/lover to tragedy" unhappy thought at once.
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Never used Dwarf Therapist, mods or tilesets in all the years I've been playing.
I think Toady's confusing interface better simulates the experience of a bunch of disorganised drunken dwarves running a fort.

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GreatWyrmGold

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Re: Missing Dwarf Reports And The Map Edge
« Reply #5 on: February 08, 2012, 10:39:35 pm »

Hm, interesting. I think that dwarves should be able to die out there in the wilderness. If they do, any sentients who come by might find them (assuming they didn't die pursuing enemies). If the finder is another dwarf, they will bring back the dwarf's (possibly mutilated) body back for burial and his gear back for reuse. If it's found by traders, they will do the same if trading with you is sufficiently lucrative; otherwise, they might use the body for some, ahem, secondary income. By which I mean loot it. If enemies find it, they will loot the corpse, possibly instead of stealing items from your fortress proper (although they'd count it as a successful theft), and probably mutilate the body. Wild animals might eat the dwarf's body, leaving scattered bones and scattering the remaining body parts and gear into various "caches" that might be found. Nondwarves who leave the map pursued by enemies or while heavily wounded might also die, leaving behind similar caches. Sometimes, especially during sieges or shortly after a squad of enemies leaves the map, all or part of a migrant wave or caravan might die, leaving a large cache of bodies and possibly goods.
And then we consider the possibilities of cavern "caches," which might be found by beastmen tribes once they wander around...or even caches below the magma sea, as unholy beasts drag your dwarves away screaming. Maybe not all of them die, and instead they return, warped into unholy shapes but with tattered remnants of clothing still on their flesh, weapons still clutched in whatever appendages they have...

All in all, an interesting idea.
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