Yes Istrian, we should only have one map at first. I just got a bit over-exited and got carried away, sorry...
I think there should be permadeath, not only to keep the fort's population low, but to also keep the 'feeling' of DF and other roguelikes as a whole. And I agree that leaving the map should delete the dwarf, but with a confirmation screen to the player incase he moves out accidentally (unless the dwarf was taken out unwillingly)
For the AI, the first version of the game shouldn't even have sieges or traders/liasons, just animals that randomly step in a certain direction every X seconds, except if a dwarf is in a certain range of them, in wich case they charge at him. Also, please, no advanced pathfinding. That's probably the most annoying thing to program in AIs, and also the most speed-killing.
And yeah, dwarves should be able to carry/push other dwarves, or atleast, in the first version, if the dwarf somehow gets stuck somewhere, the admins should have some way of teleporting him out (to be used only in valid cases of being stuck)
Ok, now for some more questions, that webadict didnt have in his list:
1-How does combat work? (A seperate screen opens or something, or just like in real DF?)
2-Do we go with the energy system, that gives energy while the dwarf 'sleeps' (is logged off) to perform actions, or do we use a time system, like 2 mins to mine one square? Maybe a combination of both, so that not to allow people to be logged off for 10 days and then log in a use all their energy to suddenyl mine a whole fortress in a few seconds?
2.1-If we use the energy system, does food/drink replenish energy, or is it a necessity to keep the dwarf alive that is seperate from the energy? (I would go with the second, to keep people from hoarding food and eating them all at one time and getting tons of energy, and also to oblige people to have to take a bit more care of there dwarves, they're not just work slaves ya know
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I suggest trying the first game out in a browser based version (whatever language we end up using). If we feel that this is innapropriate, we move to flash/java, since we would have a better idea of what the game should be like by then.