I'm not taking this as a it should be done, but more of a what would it actually take.
Way back in highschool in the only coding class I've ever taken the first day written on the board was the greatest words that I've ever seen written about coding. "You can not design something that you can not imagine." Which strangely enough has stuck with me after all these years. I don't see problems anymore, I see my goal and the steps that I need to take to accomplish it. So lets break this down like that.
Goal: DF as a MMO
The first set of questions would be:
What kind of game is it?
*A cooperative / compeditive mmo based on teamwork and hard work to accomplish a groups goals. Nomatter what they are.
What kind of aspects would need to be added or removed to make it into a MMO?
* The major addition would have to be a full 3d graphics set. I'd envision the graphcs being akin to the FFT series. Someone made a set like that once, and that would work greatly, because those sprites are built to be 2 units high, and 1 unit round. This size would be expanded for larger creatures and also be used to determine a creatures hit box size when it came to combat.
The biggest thing to be removed would be the games dependence on grinding crafts for trade. Yes things would still be grindided for skill, but a marchant shouldnt take 900 mugs, I mean really who needs 900 mugs each year?
Right now the game can create it's own maps, and theres already a 3d visulizer, so after a few days worth of processing an entire map could be generated by itself. That itself is a huge advancement over many of the other MMO's on the market. All that DFO (Dwarf Fortress Online) would have to do to create more space would be to add in a new string and hit generate world. Not that it should ever need more, because even in a 3x3 map (or however much room each group gets) there is generally enough room to keep players entertained quite a while.
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I invision gameplay going much like in "A Tale in the Desert" where every job has some cost to it, the cost being time, effort, or skill.
You start off in one of however many MTN Homes, these would basically be newbie zones that you could learn the game in and work your skills up to the normal starting level of a dwarf (10 points not higher then proficent.) In order to get out and start your own place in the world there would be a few options:
1. You could start your own party, party leaders would be able to allocate points to what their group is going to take, choose the starting location in the world, and invite others to join their party. Once 3-7 people are ready to go your wagon is instantly teleported to your leaders starting location and the real fun begins.
2. Join another persons party. (See option 1)
3. Migrate to a fortress. This option is a bit more tricky than the others. This would be like joining a guild, because inorder to join their map you have to be accepted and then wait. (Say a fort sets their migrants to once an hour)In your application to join their fort it would like your skills, as well as what items that you would bring with you. These would apear as a personal chest when you arrive. (Like the origonal groups wagon)
4. Start a hermits nest. This is the different option, by doing this you do not show up on the list of available forts that can accept migrants, and your fort is escencally instanced. (Not joined to the normal world) You would start with diminished stockpiles (1 dwarfs worth verses 3-7 per the other options)
From here the fun begins. You think it's hard to control your 7 dwarves think how hard it is to get other people you have barely met to do something constructive... The first thing that your party leader would be is to drop a claim stone, this keeps other groups from teleporting into your new home. Then everything happens as it would in DF. A big difference would be crafters through. If any of you have played ATITD then you know that in that game skills and actions are not instant. If you want to make 100 bricks you first build a brick rack. then gather sand and mud and grass, then you wait for the grass to dry, and then you place those on the brickrack and wait 30 seconds for your bricks. All that for 12 bricks... so do that 8 more times to make the other 88 that you need.
Items: In DF dwarves can only carry 1 item plus whatever your invetory is. I think that's a little rough for a MMO, but using something like diablo's invetory managment screen would work great. That way as a worker you have to figure out is carrying that extra ax (incase your old one wears out) worth the log that you could carry back. Everything would become a time verses effort but in a way that actually counts where a loss to a fort is felt by all. Because John was a great cook his food both filled up the hunger bar (so you didnt die) but it also gave stat boosts.
Death and dieing in DFO:
Getting injured shouldn't end your life as badly as it in in DF. Taking toughness into account each hours should tick and have some wounds healed automatically. This could be spead up others using first aid, or dwarves who specilize in medicine ect. There are some deaths that just can't be avoided however. If Jonny decides to take on 30 goblins he may find himself teleported back to a mtn home without any items. With hopes that his skills get him an invite to a fort. (or back to the same fort after a few hours) but is Mike decides to cause a cave in dropping himself in lava... well grats, he gets to create a new character. This character would get some skill boost, but be a whole new character.
Anyone want to add things?