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Author Topic: Random Injury  (Read 4780 times)

MDFification

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Random Injury
« on: December 02, 2014, 07:19:45 pm »

So I'm finally going to suggest the game arbitrarily inflict serious wounds and even death on your dwarves unavoidably while you play.
No, seriously.

Accidents happen IRL. How many significant historical figures have died in trivial fashions? You can trip and be unfortunate enough to break a bone or even your skull from a standing position.
Essentially I suggest that occasionally (weighted towards happening around once/twice a year) a dwarf will "trip" and receive a random injury. The vast majority are just shallow cuts/bruises, but rarely a bone will be broken, or even a skull.

The benefit of this to the player is that it gives a constant source of practice for the player's doctors. It also provides a good reason to train up multiple personnel instead of over-relying on a few specialists as a dwarf can rarely die of random mishap. Plus, it's a morale challenge: Dwarves won't be happy about being injured, and the rare (should happen only around once every few years for a large fort) death can strain morale as well.
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Dyret

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Re: Random Injury
« Reply #1 on: December 02, 2014, 07:38:38 pm »

I agree, I love how dwarf can fell trees on themselves or others now and want to see more of that. Still, I don't think it should be random. Base it on what the dwarf is doing and relevant skill. Maybe a weak or clumsy dwarf has a (significantly increased) chance of dropping whatever thery're hauling on their foot. maybe low spatial awareness and observation increases chance of falling down stairs, that kind of thing.
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pisskop

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Re: Random Injury
« Reply #2 on: December 02, 2014, 07:42:37 pm »

accidents make sense, and safety protocol can be a thing you establish via fort restrictions (a use for the COTG and justice) and punishment.  It could be  a tradeoff, with less accidents for more resources lost.

But no reason to make it flat random aside from its barest implementation.
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utunnels

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Re: Random Injury
« Reply #3 on: December 02, 2014, 07:47:11 pm »

So Urist McLegendary who slew demons and dragons alike died from suffocation while eating a cheese.
BTW, I recall I had a FB who died from colliding with an obstacle, so what exactly happened?
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pisskop

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Re: Random Injury
« Reply #4 on: December 02, 2014, 07:48:38 pm »

So Urist McLegendary who slew demons and dragons alike died from suffocation while eating a cheese.
BTW, I recall I had a FB who died from colliding with an obstacle, so what exactly happened?
Cave in.  Almost guaranteed.  Its 'possible' to have dodged off a ledge or been kicked away by a hostile, but almost guaranteed it unleashed its own breathe attack, and struck a wall, exploding into gibs.
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drealmerz7 - pk was supreme pick for traitor too I think, and because of how it all is and pk is he is just feeding into the trollfucking so well.
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Decidophobia

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Re: Random Injury
« Reply #5 on: December 03, 2014, 12:42:56 am »

Sure, accidents happen, but they aren't completely random. A lot of real-life accidents can be avoided with proper safety-precautions; others happen because people make really stupid choices. So if anything like this is implemented, the risk should depend on circumstances, not just a random number generator.

I'm not too keen on the idea myself, although it might be convenient if all these citizens who get stuck in treetops would fall down and break their legs once in a while instead of staying up there until they die ::)
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Bumber

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Re: Random Injury
« Reply #6 on: December 03, 2014, 04:05:26 am »

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

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Re: Random Injury
« Reply #7 on: December 03, 2014, 09:17:38 am »

Randomly and arbitrarily inflicting death on your dwarves sounds like a frustrating way to lose a fortress.

I'd rather have more realistic injuries. Like sprained ankles from running down stairs, or bumps and bruises from standing in overcrowded tiles.
Additionally some work-related injuries like chefs cutting their fingers, smiths smashing their hands, animal trainers getting nipped by their animals. That sort of things.

Bonus Dwarf Points for critical incompetence. Like a smelter burning off his beard, a chef amputating his fingers, or a carpenter driving a nail into his own hand.
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§k

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Re: Random Injury
« Reply #8 on: December 04, 2014, 04:07:42 am »

If you connect defferent levels with a spire of ramps, and put hatches here and there, random injury is guaranteed.
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Vattic

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Re: Random Injury
« Reply #9 on: December 04, 2014, 04:32:23 am »

It could be weighted using the agility attribute; When agility is low the dwarf is described as clumsy. Agile dwarves less likely to trip.
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Sirbug

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Re: Random Injury
« Reply #10 on: December 04, 2014, 08:41:48 am »

Hitting oneself with tool, real (like pick axes) or symbolic (whatever workshop is), tipping off the stairs or edges sometimes. Makes sense and more use for hospital industry.
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miauw62

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Re: Random Injury
« Reply #11 on: December 04, 2014, 10:32:58 am »

You're basically suggesting "roll a d100 every tick, if it's a one one of your dorfs dies and there's NOTHING you can do about it". Realism is nice and all, but not when it significantly worsens the gameplay experience.

Small wounds would be OK, especially in avoidable situations (overcrowding and such, as others have suggested). Dwarves just randomly dying through no fault of your own isn't fun, though.
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MDFification

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Re: Random Injury
« Reply #12 on: December 04, 2014, 03:24:29 pm »

You're basically suggesting "roll a d100 every tick, if it's a one one of your dorfs dies and there's NOTHING you can do about it". Realism is nice and all, but not when it significantly worsens the gameplay experience.

Small wounds would be OK, especially in avoidable situations (overcrowding and such, as others have suggested). Dwarves just randomly dying through no fault of your own isn't fun, though.

I said it should be rare to seem the die, but it still should be a thing that happens. I don't think it makes gameplay worse if your dwarves have a small chance to die of natural causes. It's no different than old age, except it won't require players to gen long histories or run forts for decades to experience.
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Dirst

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Re: Random Injury
« Reply #13 on: December 04, 2014, 03:43:14 pm »

You're basically suggesting "roll a d100 every tick, if it's a one one of your dorfs dies and there's NOTHING you can do about it". Realism is nice and all, but not when it significantly worsens the gameplay experience.

Small wounds would be OK, especially in avoidable situations (overcrowding and such, as others have suggested). Dwarves just randomly dying through no fault of your own isn't fun, though.

I said it should be rare to seem the die, but it still should be a thing that happens. I don't think it makes gameplay worse if your dwarves have a small chance to die of natural causes. It's no different than old age, except it won't require players to gen long histories or run forts for decades to experience.
I think aging should be in the game too, but that's a separate suggestion.

To make random accidents a feature rather than a bug, the player should have some control over the rate.  Maybe unstressed Dwarves are less accident prone (or more likely, a Goldilocks zone of moderate stress is best).  Or the player can choose shorter breaks with a concomitant increase in the chance for accidents.
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Sirbug

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Re: Random Injury
« Reply #14 on: December 04, 2014, 04:22:37 pm »

Medical industry right now is underappreciated. Dwarves rarely live to seek treatment.

Adding workplace injuries to the game would make it more interesting. Fatalities though? That doesn't seem like it would improve the game.
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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'?
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