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Author Topic: The concept of Adventure Mode.  (Read 2338 times)

StagnantSoul

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Re: The concept of Adventure Mode.
« Reply #15 on: March 01, 2017, 05:17:28 am »

I had an idea similar to this, but instead of genetic lineage, it would use "group loyalty".  Similar to how in fort mode you could have "visitors" and "citizens", adventure mode parties would have both temporary members who travel with you for personal reasons and true companions that are loyal to your group.  You would be able to switch to any loyal member of a group you had control over.
Yeah, this would be nice, combined with controls to actually control your party (your loyal members) like a real rpg party.

'Wait here, don't follow me into the river, dont't attack the giant elephants while I'm sneaking up behind them...' gets old after a while.

Members arguing, fighting, getting into bar fights and killing people while you watch helplessly is a lot of fun though, so wouldn't want absolute control.

Aye, the insanity of your companions can be awesome.

Sick them on the guards while you fight the chieftan of the bandits? Make him yield, and start interrogating him? Your macedwarf walks up and smashes their head in while they're talking with you...  :'( Happens to me way too often, but I just love the image in my head of it.
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IndigoFenix

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Re: The concept of Adventure Mode.
« Reply #16 on: March 01, 2017, 05:33:32 am »

You could give more complex orders to people, similar to squad instructions in fort mode; telling someone to attack a particular target for instance, or to fall back.  They may or may not listen though.  Also, it could be possible for other people to give you similar instructions if you join someone else's group.

FantasticDorf

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Re: The concept of Adventure Mode.
« Reply #17 on: March 11, 2017, 03:29:59 pm »

Ah the joys of running up and caging animals in the wild in adventure mode to drag back to your embark site, then proceed to dig out a pit, line it with cages, issue a burrow command run out and then pull the switch for the bloodbath, slay remaining animals and farm more migrants.

*manical laughter*
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GoblinCookie

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Re: The concept of Adventure Mode.
« Reply #18 on: March 16, 2017, 09:28:48 am »

This is closely related to the upcoming economic problem of Fortress ModeVSAdventure Mode.  By which I mean the more things that the site can do that formerly were the preserve of the adventurers in adventure mode, for instance the upcoming ability to send fortress dwarves on quests to retrieve artifacts, the less economic value the adventurer ends up having to the site.

One solution is to make adventurers less dependent upon the sites, giving them more things that they can produce or do themselves so that they can survive if the sites own forces manage to complete all the quests before the do.
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