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Author Topic: Suggestions for Adventure Mode  (Read 2422 times)

Haedrian

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Suggestions for Adventure Mode
« on: August 04, 2007, 05:20:00 pm »

Was going to shove this in the misc suggestions, but decided to start a new thread since they're related

Mission types

Currently the mission is always "Go to XXX , kill YYY and return here so I can pat you on the back".

Some 'better' missions would be

I) The princess has been captured and is being held by kobolds, go in, kill anything that stands in your way, and make sure she comes back in one piece
II) In the mountains, lies the sword of swording, bring it back to me and you shall be rewarded
III) The bandit theif has escaped again, he is camped in the middle of ABC forest, go there and bring him back dead or alive
IV) A merchant wants to go from a town to the other, but the bandits in the road scare him, he needs to be protected
V) Go into a heavily armed fort, and silently kill one of the nobles
VI) Steal an item, and run away
VII) Sneak into the middle of an enemy camp, and report back on the numbers
VIII) You have till sundown to kill the necromancer, or he shall raise enough zombies to destroy the city

(V and VI will be very bad odds, the kind that if you TRY to attack someone who's not your target, you're in big trouble).
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Prisoners

Kobolds, goblins should have prison cells, which would contain human/dwarvish/elf fighters, obviously disarmed.

Breaking the chains, and leading them to a weapon would make sure you have extra reinforcements in the middle of the cave
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Treasure chests

Self-explanatory, a nice big heavy chest, full of lovely things...
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Reputation

Reputation should be more important. When you complete a mission, your reputation should rise, when you are given a mission, it would fall by a good amount (depending on how hard it is), so if you 'fail', you'll lose a good bit of fame.

As your reputation rises, you get a few bonuses
1) Mayors will address you with a sort of respect
2) You might get gifts from admirers
3) People will come and ASK you to join
4) You could get a building
5) Goods will be made cheaper
6) Your goods will be worth more
("Yes sir, this sword was wielded by the great Halon of Troxy, oh yes sir, he came in here")
7) Nobles/Kings will ask you for advice
8) You could be given 'special' missions, like escorting a diplomat who has a very important peace treaty to discuss.
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Adventure Creator
(Inspired by DnD)

Basically a tool to allow the player to create his own maps, including the creatures which will be in it, an amount of random creatures, the loot possible, and even perhaps intelligently designed traps - and the missions tied to that map.

Obviously the map would need to be checked for consistancy, but otherwise, its a very fun thing which can be traded to challenge other players.

(I'm imagining a floorplate, the adventurer steps on it, and skeletons drop from holes in the ceiling, or summat similar).

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Fishersalwaysdie

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Re: Suggestions for Adventure Mode
« Reply #1 on: August 04, 2007, 06:37:00 pm »

Great ideas!
I don't like the last one though, it just doesn't sound like DF...
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Black Hound

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Re: Suggestions for Adventure Mode
« Reply #2 on: August 04, 2007, 06:53:00 pm »

Can we please not have fetch or escort quests? Ever?
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ricree

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Re: Suggestions for Adventure Mode
« Reply #3 on: August 05, 2007, 02:42:00 am »

quote:
Originally posted by Black Hound:
<STRONG>Can we please not have fetch or escort quests? Ever?</STRONG>

Agreed, especially with escort quests.  They sound fun in theory, but they are pretty much always a pain to actually have to do.  I do really like the reputation system, and I especially like the idea that weapons and armor of famous people persisting and gaining a history of their own.  

It would really be cool to be searching through some giant's hoard and to see that the sword you find isn't merely a masterpiece steel sword, but the sword wielded by the mighty Sir Bob who single handedly slew three great dragons.  Or something to that effect anyways.

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Haedrian

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Re: Suggestions for Adventure Mode
« Reply #4 on: August 05, 2007, 03:17:00 am »

Ideally you could tell the mayor that you don't fancy the quest you're given, and you only lose a minor bit of reputation...

So if you don't like escorts or whatnot, you don't have to end up doing them and taking a massive reputation penalty if you don't.

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Haedrian

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Re: Suggestions for Adventure Mode
« Reply #5 on: August 05, 2007, 06:39:00 am »

Appending two more suggestions:

Direction of Entry

If you move in from the south to the city, you 'should' turn up from the bottom of the map, if you move in from north, at the top of the map. Not much of a change, but it'd make things a bit more realistic
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Mercenaries

There should be another path which you can choose, the path of the mercenary. You can go to the major and when you choose 'service', you bargain for the price. Obviously, you gain less reputation that way, but you can gain some good coin. (if you take the 'highest' price, you won't gain ANY reputation).

The price paid will depend on your reputation, and you 'can' change paths (as in, first become famous, then start demanding coin for your service), but you will lose reputation doing so.

In addition, some adventurers (NPC) will join you if they're given a cut of the profits, especially if you're a merc yourself.

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Deathworks

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Re: Suggestions for Adventure Mode
« Reply #6 on: August 05, 2007, 06:50:00 am »

Hi!

The quest system idea reminds me a lot of the later versions Tir-nan-og by System Soft Alpha, which is not a bad thing. I agree that escorts should be optional in the end (meaning you should be able to decline them and still get other quests at other places). I just remember how much some of them sucked in Sacred, so, yes, please don't overdo it on them (^_^;;

Otherwise, I have to admit that I seldom play adventure mode, so I am not that familiar with the issues. After all, I had the impression that in the current version, it is highly skeletal (basically, a village consisted of 1 mayor, the shopkeepers, and some recruits/canon fodder; other villagers were not needed since all villagers would give you the same information when talked to, it seems).

Deathworks

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Haedrian

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Re: Suggestions for Adventure Mode
« Reply #7 on: August 12, 2007, 04:30:00 am »

*digs thread up again and puts in more suggestions*

Predictable area for boss

Usually you look into a location, wander around for a while until you find the boss monster you have to kill. For undead ruins however (and perhaps kobold caves) this should be different. The target should be in a predictable 'throne room', for example at the top of one of the towers. Obviously it'll have guards and the like, and it'll look more good then just random wandering.

Cave

Bit of a precursor to the whole 'buying a house' system, but I'd like it if you could clear a cave of monsters, then claim it as your own. Buying tools would let you rewall it, clear the blood out or dig new holes in the wall. What a cave would be used for is for putting your stuff in, and they wont scatter out as usual. So you could store your money, extra weapons and the like in a chest.

Also you could tell the Npcs you have with you to wait there, so you wouldn't take spearmen to ruins for example.

The cave would be safe, so you wouldn't get attacks or anything...

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Sappho

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Re: Suggestions for Adventure Mode
« Reply #8 on: August 12, 2007, 09:42:00 am »

I) The princess has been captured and is being held by kobolds, go in, kill anything that stands in your way, and make sure she comes back in one piece

code:
 
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The princess is in another castle.


Am I the only one who immediately got this image in my mind when I read that first quest idea?

Anyhow, I like most of these ideas.  As excited as I am about the new version of DF, I'm also a big fan of adventure mode and I can't wait until Toady finally has time to do some more work on it.  I assume that he plans to put in more of a variety for quests, and I believe I've heard around the water cooler that eventually adventurers will be able to do everything dwarves can in fortress mode, so fixing up your own hermit cave would become a possibility.

Asehujiko

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Re: Suggestions for Adventure Mode
« Reply #9 on: August 12, 2007, 12:14:00 pm »

The "bank" for "spare" npcs sounds good but you still need to keep them fed. So you need a farm in your cave and if your a dorf you need a brewery etc.

Adventurer fort?

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TakiJap

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Re: Suggestions for Adventure Mode
« Reply #10 on: August 12, 2007, 03:42:00 pm »

As far as I understand the goal in adventure mode is to make the world living and be exciting and adventerous on itslef and not to use any of the cheap tricks to make it exciting.

Those are good ideas, but if we think about the quest where goblins capture the princess. We wouldn't want it to create the princess and the goblins when you accept the quest, now would we. So, they should actually capture the princess in some point (and have motivation for it) before you can accept the quest. Player should also be able to hear about it before talking to mayor and even accidentally stumble upon the cave rescue the princess without knowing of anything.

When you think about, chance for goblins capturing princesses, for ransom maybe, should be small. It would, in theory, be possible that goblin raiding party happens to meet princess's escort on some road and capture her, but seriosly what are the odds for them even to win the battle. But if this kind of capture would happen, and you'd be in the right kingdom in the right time to rescue her, it'd be unbeliveably great.

The game creates and tells the stories. No random, pre-scripted scripts with the possibility of one hero rescuing hundreds of princesses in a one year.

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Surma

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Re: Suggestions for Adventure Mode
« Reply #11 on: August 13, 2007, 01:52:00 am »

I think I've played those games >.>

I) Mario (super or otherwise)
II) Zelda (and its many clones)
III) fable?
IV) Definitely Fallout
V) generic hitman game X
VI) Thief?
VII) okay haven't seen that one before
VIII)  generic RPG X

anyway thanks for the memories  :)

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mickel

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Re: Suggestions for Adventure Mode
« Reply #12 on: August 13, 2007, 11:28:00 am »

Sword of Swording? I don't know what it is, but I want one.

And I loved the ideas.

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Haedrian

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Re: Suggestions for Adventure Mode
« Reply #13 on: August 13, 2007, 02:45:00 pm »

quote:
Originally posted by mickel:
<STRONG>Sword of Swording? I don't know what it is, but I want one.</STRONG>

Its a big sword which can be found in the cave of caving, but beware of the traps of trapping.

Its really something a friend of mine invented in response to the other stupid names of artifacts in pen and paper RPGs...

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