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Author Topic: Armageddon, to be or not to be?  (Read 1287 times)

Pnx

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Armageddon, to be or not to be?
« on: July 20, 2007, 08:42:00 pm »

Ok so I'm wondering about other peoples opinions on this, also keep in mind that it's a future thing.

I was thinking about how the world could end. I mean I would love to at one point in time see an armagedon come to be a feature in the game, for what is life without an end?

So you would be able to toggle it on and off in the init.txt but when toggled on your world would end after a random number of years that must be more then, for example 20. I'm sick of losing worlds to the old -3 wouldn't it be nice to have some variety in the destruction? It would give you warning through method of doomsayers, messages in fortress mode, prophecies in decorations and engravings etc, and could probably create chaos all around.

Ways the world can end:
Demons, speaks for itself really.
Generic destruction, mass earthquakes oceans boiling volcanos sky turning red/black etc.
Gigantic rock falling or better yet the moon/moons. (Hehe THREE DAYS)
Massive time space distortions, everything goes weird time is all strange you might find yourself in fractures of the past or whatever.

Err anyone else got ideas to add to this?

[ July 23, 2007: Message edited by: Pnx ]

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Xgamer4

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Re: Armageddon, to be or not to be?
« Reply #1 on: July 20, 2007, 10:25:00 pm »

I like this solely because of the pure incentive it creates to stick with the same world.

And for other ways of destruction:
A god returning
You destroy all civilizations; including your own. Somehow.
Some parody of the -3 error is a must.

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Mephisto

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Re: Armageddon, to be or not to be?
« Reply #2 on: July 20, 2007, 10:42:00 pm »

quote:
Originally posted by Xgamer4:
<STRONG>
Some parody of the -3 error is a must.</STRONG>

YES! Ever play Eternal Darkness? When your character gets freaked out, the game randomly sends messages telling you that your controller is unplugged or the game itself appears to turn off. I just think it would be great to read about the guy who sent a mouse through his screen because the world he has been working on for a month was seemingly lost to a -3.

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Mechanoid

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Re: Armageddon, to be or not to be?
« Reply #3 on: July 20, 2007, 10:47:00 pm »

quote:
Originally posted by Xgamer4:
A god returning

Why not make it interesting and have a couple of them come back, with all their assorted minions?

It'd be interesting to see what'd happen after 1000 years of in-game time, if the game kept track of all the associations each creature had to a specific deity... And that all those slain creatures would revive and be under command of that deity when the apoc finally does come.
Just imagine all the sorts of crazy crap that'd occur if that were to happen.


Playing an adventurer nearing the end of their natural life, when suddenly the entire world seems to merge with another in areas of intense good and evil with those respective aspects, and then all these demons (good and evil) start flooding everywhere...
Then you pickup your sword and start fighting again.  :eek:

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AlanL

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Re: Armageddon, to be or not to be?
« Reply #4 on: July 20, 2007, 11:15:00 pm »

This brings up an interesting mix for fort and adventure mods: saving and destroying the world. Say, when the planet eating demon comes, your kick-a## multilegendary adventurer comes and knocks the demon into the next century... of course, followed by that adventurer getting global renown and a civilization named after him. Maybe some dark army ravages the world, destroying city after city and if they finish, they would detonate an Adamantium bomb, ending the world... but when they laugh as they begin to rush into your pathetic looking fortress, they cross through to see vast caverns full of legions of steel clad legendary warriors, turning their front troops to mincemeat, while their knights and leaders are scooped up in cage traps, the cages then hauled deep into the mountain, and tossed in the red, fiery pits. Your fort would be automatically named the world capitol and the world would be at peace, the Adamantium bomb sunk into the earth for all eternity, left to be forgotten about.

Or, on the flip side...

Your adventurer could pillage town after town, the multi-legend horror depopulating entire civilizations and making off with millions upon millions in coinage, then all of the worlds cash, the adventurer the last [INTELLIGENT] being remaining in the world, stashed in a cave.... all of that cash, all of that bloodshed, all of that greed attracts massive floods of demons that would proceed to reduce the planet to an asteroid belt.

Your fortress could provoke every civilization into seiging them, so, you capture all of the worlds leaders in cage traps and one by one torture them to death, making it look like another civilizations fault. Civilizations begin battling eachother and eventually the entire world is enveloped in a war that would rage for a century, reducing all civilizations to ruins and the lanscape to burnt rubble.

Heck, maybe you could use your fortress to produce an Adamantium bomb, and then attatch the whole thing to a stone lever, the bomb would be detonated with the lever, which would be pulled by some random, clueless hauler.

[ July 21, 2007: Message edited by: AlanL ]

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Kylaer

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Re: Armageddon, to be or not to be?
« Reply #5 on: July 21, 2007, 08:40:00 pm »

Three words: Dwarf Fortress 40K
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Angela Christine

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Re: Armageddon, to be or not to be?
« Reply #6 on: July 21, 2007, 08:55:00 pm »

Flooding the world!  The infinifloods may not be intended behavior, but darn it if all of my dwarfs die I want everyone downhill from us to die too.
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Dreamer

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Re: Armageddon, to be or not to be?
« Reply #7 on: July 21, 2007, 11:12:00 pm »

I like the idea of invasion forces taking over the world (Maybe a civilization getting too big for its britches, or one that's been subjugated by demonic influences).  It gives you that thin sliver of hope, whereas a giant meteor just means all those annoying humans and elves are going to die, 'cause they didn't think to build underground.  I would rather take on thousands of screaming demons, humans, elves, and elephants - With undead versions of the same mingled in - At the same time.

The uber army could go one of two (Three?) ways, though - It wouldn't always be evil.  The good ones could do a purging of anything corrupted, which may or may not include your fortress...  It would depend on your relations and dealings with other races.  If you're nice and friendly towards everyone, Good Crusades will pass you by, with some heat from the bad guys and some demands from the good.  If you're mean and destructive, Evil Crusades will mostly ignore you (Maybe), and the Good Guys would want your skin decorating their artifact shoes.  It'd add some uncertainty to the whole thing, so there's no sure way of completely avoiding all mass invasion forces bent on destroying all of its opposing alignment, besides living on a glacier.

Imagine the effects on the good/evil terrain, too...  Cool stuff.

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Pnx

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Re: Armageddon, to be or not to be?
« Reply #8 on: July 22, 2007, 02:33:00 pm »

A thought has just occured in my head.

*ahem*

An evil cult is about to open a gate to the inferno. Only YOU can stop them.


Dwarf Fortress : Adventure Mode

Only you can save the world, and this time the world might actually be destroyed.

Coming to a computer near you.

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Necro

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Re: Armageddon, to be or not to be?
« Reply #9 on: July 22, 2007, 05:24:00 pm »

Or what if YOU have a wee cult for a change?
Mass suicides, summoning demons, you name it.
Maybe a cult that's working to recruit members before the apocalypse, that will have a good afterlife afterward.
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Asehujiko

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Re: Armageddon, to be or not to be?
« Reply #10 on: July 23, 2007, 04:56:00 am »

in thousands of years in a consistent world alot of things die. At the end of it, all those things come back to life.

Slaves to Armok, God of Blood III: Revenge of the Refuse Pile

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termitehead

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Re: Armageddon, to be or not to be?
« Reply #11 on: July 24, 2007, 08:15:00 am »

quote:
Originally posted by Kylaer:
<STRONG>Three words: Dwarf Fortress 40K</STRONG>

HELL YES

Koja

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Re: Armageddon, to be or not to be?
« Reply #12 on: July 24, 2007, 08:56:00 am »

I kind of like the idea of an influenced armageddon. A demon isn't enough to end the world or open the gates of hell... but 5 might. If the demon were to go about encouraging goblin invasions of other adamant bearing regions, and the subsequent potential release of other demons, that could be nice. Gives an incentive to not leave a string of too-deeped forts behind. Possibly have this influence the "evilness" of regions?

As more are released, have inter-civs tensions decrease, and civs more dedicated to stopping the flood of problems. From the machine-gun elves' standpoint: when faced with imminent armageddon, it's much more reasonable to devote resources to stopping the ruination of the world than imposing ever stricter tree quotas :P

On the positive end of risking unleashed evil, you've got adamantium. On the other hand... There could be "good" macro-changes as well (counter to the demonizing/evilizing of the world). Some positive/negative effects of faeries/satyrs/unicorns would be nice. What benefits are there to not slaughtering all that is benign? Satyrs and faeries are intelligent, and can speak- some type of more exotic trade would be nifty. When magic gets put in, unicorn horns could be something very useful indeed- albeit damaging to diplomacy with elves/fae and such.

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Lokum

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Re: Armageddon, to be or not to be?
« Reply #13 on: July 25, 2007, 02:05:00 am »

Zombie infection. Durr.
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Bien

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Re: Armageddon, to be or not to be?
« Reply #14 on: July 25, 2007, 09:14:00 am »

How about the gods leaving because of heresy, they turn their backs on the world and unleash massive floods, make volcanoes 3 times the size of Olympus Mons and put a message in the sky reading in all languages "Inflate Error -3".
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