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Author Topic: Hero Cults  (Read 5781 times)

Rowanas

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Re: Hero Cults
« Reply #45 on: July 21, 2009, 07:49:57 am »

Unfortunately, until we have AI, a game won't be able to recognise what is "awesome" and attribute worship accordingly. That recruit who killed three goblins in single combat is still just a recruit with three kills, whereas that champion who has slowly killed one or two goblins per siege is a champion with 40 kills under his belt.
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I agree with Urist. Steampunk is like Darth Vader winning Holland's Next Top Model. It would be awesome but not something I'd like in this game.
Unfortunately dying involves the amputation of the entire body from the dwarf.

Felblood

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Re: Hero Cults
« Reply #46 on: July 23, 2009, 12:42:44 am »

if heros are going to become worshippable then hero status should be harder to attain. It's ridiculous that by just having some dudes spar in the barracks ad nauseam they will become objects of worship.

Did you see *largely irrelevant sporting event* last week? *Prominent Player* was absolutely awesome--almost as good as *Late Sports Hero*. Of course, no one will ever be quite as good as *Late Sports Hero*; he was the best.

Also, are you talking about "Champion" status? --because that's about be completely restructured.
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The path through the wilderness is rarely direct. Reaching the destination is useless,
if you don't learn the lessons of the dessert.
--but you do have to keep walking.

tsen

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Re: Hero Cults
« Reply #47 on: July 23, 2009, 02:08:24 am »

Actually, with some basic information recording mechanisms finding out who is a hero would be fairly simple, so long as the method(s) of determination are moddable. Legends already keeps track of some of the data, similar mechanisms could be applied to in-game combat.

1. Check # and severity of wounds on a megabeast kill and cross reference them with time spent in combat with it for "MVP".
2. When outnumbered in melee combat, start a timer, if # kills happen before timer runs out, add an MVP point. Optionally, if the dorf takes damage the counter changes types and gives less of a hit.
3. When in prolonged combat, check for survival of grievous wounds. If dwarf recovers, tack on MVP points.
4. Killing named enemies, especially leadership figures or more dangerous critters (size/skill/stat comparison).
5. Blocking or avoiding large numbers of projectiles without taking significant damage.
6. "Protecting" wounded dwarves (i.e. if badly wounded dwarf is within <X> tiles and he survives combat, the hero has "saved" his brethren)
7. Making and passing repeated morale checks to avoid breaking and running from an impossible fight, assuming morale will be added at some point.

Basically, try to make it things that are not very easy for players to orchestrate. Sure you CAN orchestrate some of them, but if you spend the time, energy and resources on it, why not?
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...Unless your message is "drvn 2 hsptl 4 snak bite" or something, you seriously DO have the time to spell it out.

Felblood

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Re: Hero Cults
« Reply #48 on: July 23, 2009, 03:17:07 am »

That's probably the cheapest way to do it, memory wise, but it doesn't have a lot of flair to it.

This seems more like a scoring system for adventurers than a mechanic for ascending to (demi-)godhood.

The idea of heroism is sort of linked to the idea of being a celebrity. Even people who have never met them know of them, and generally have positive feelings about them, and this impression persists even after they are dead/ascended/no longer culturally relevant.

The notion of the false hero is also something that bears consideration. Does a person ascend on merit of his great deeds, or by his fame from deeds, that may have grown a bit greater in the telling? Can you become a venerated hero if no one saw the various feats you performed?

Granted these tie back into concepts of knowledge traveling, that don't really exist in the game, but suggestions are more about the promise of the future, than the limitations of the present.
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The path through the wilderness is rarely direct. Reaching the destination is useless,
if you don't learn the lessons of the dessert.
--but you do have to keep walking.
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