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Author Topic: Search an area...  (Read 736 times)

kiffer.geo

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Search an area...
« on: November 23, 2010, 09:42:01 pm »

ok... I tried to use the forum search to see if there was a similar suggestion... but it returned a lot of people telling people to search the forum because they had made a duplicate suggestion thread, and also a lot of suggestions for the site finder...

ANYWAY... my suggestion/idea, which I'm sure is not unique or totally original, is that a search site option would be useful in adventure mode...
Picture this: You and your merry band of meat shields have just killed off a small hoard of Goblins in their little camp out in the woods. There were many of them, they out numbered you two to one and you lost several fine men and women... now there is equipment strewn all about the place... some of it you, yourself threw at the Goblin scum, some of it they stole from nearby towns... you wander round the camp [l]ooking at things trying to find that masterwork silver hammer that you know you saw a goblin use to beat Urist 238 into a red pulpy mass.
Sadly there are hundreds of items all over the place... and the fact the goblin bowmen, crossbowmen and even you have covered the area in fired and thrown silver / weapons makes it even harder to find that one silver weapon which may or may not be covered by a slumped goblin corpse.
The same applies to armour, every time a limb got chopped off and a Goblin lost his grip on a glove, there's another [ making it harder to find the real loot.

Wouldn't it be great if you could, once the area was secured (by the elimination of hostiles mobs), just have time pass and then get a trade style list of every object in the area, so that you could pick up the stuff you want or had lost to throwing.
Preferably it would be sortable and searchable/filterable. The time it would take to search an area could be reduced by having a higher observation skill and more people assisting you. Searches could be interrupted by monsters or even the return of any bandits/residents that were away for the main fight.
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Rowanas

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Re: Search an area...
« Reply #1 on: November 24, 2010, 03:31:13 am »

I like it. It would be a lot of help.
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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.

Aspgren

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Re: Search an area...
« Reply #2 on: November 24, 2010, 12:01:36 pm »

as long as it isn't built so you can abuse it and steal everything in a castle without actually being there .. i'm for it
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Nelia Hawk

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Re: Search an area...
« Reply #3 on: November 24, 2010, 01:17:30 pm »

Wouldn't it be great if you could, once the area was secured (by the elimination of hostiles mobs), just have time pass and then get a trade style list of every object in the area, so that you could pick up the stuff you want or had lost to throwing.
Preferably it would be sortable and searchable/filterable. The time it would take to search an area could be reduced by having a higher observation skill and more people assisting you. Searches could be interrupted by monsters or even the return of any bandits/residents that were away for the main fight.

nice idea

maybe a command in the "sleep/wait command" area like "auto search" where your char and all party members run around the area and drag everything they find into a 10x10 area (imagine a loot stockpile) while time passes.
the "loot stockpile" would be around where your character was as you started the command. and everything they found in that time (i.e. search for 3h) is gathered in that area.
then you could either "look" yourself through the loot thats piled up before you or "use" the stockpile and get a list like the "fortress mode Z stocks manager list" where you might mark items like in a trade depot and these items will be throws to the side of the loot so you can find them quicker.

either you could use that "auto search/wait" command (good when your alone) or talk to your party members and tell them to "search for loot", where they start running around the nearby area (imagine fortress mode gathering stuff in a stockpile) and carry every think they think is usefull/valuable (influenced by skill) to some area.


maybe it could even be extended to some "rob area" command when you send your party people off in a town to steal stuff... where they might get attacked by guards or beat up a child that doesnt want to let go of the talc figurine with encrusted diamonds....
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kiffer.geo

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Re: Search an area...
« Reply #4 on: November 24, 2010, 07:39:42 pm »

as long as it isn't built so you can abuse it and steal everything in a castle without actually being there .. i'm for it

Yeah... though as Nelia Hawk suggests maybe you should be able to say "right lads, we're sleeping in this castle tonight... see what you can acquire on the sly..." and have your minions rob some stuff... this would of course come with the risk of getting caught and becoming enemies of the civ.
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Doodle

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Re: Search an area...
« Reply #5 on: November 25, 2010, 12:41:21 am »

The ideas so far sound interesting.

Being able to filter that kind of function sounds like the next logical step. You'd be able to set a preference to nab higher valued items, or to go specifically for armor over weapons, etc, to sort of micromanage it and cut down on wait times if you didn't want to go through every last item in an area. Its usefulness could be modified by more than just the observation skill, with a better appraiser more apt at gathering higher valued items, for example.

And maybe we can get a kind of Search feature too by allowing the parameters to be very narrow. If a player was looking for a specific item, maybe they could look for stuff like unique characteristics or quality levels, if they only wanted to get their ax back from a huge pile of loot.
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Javarock

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Re: Search an area...
« Reply #6 on: November 25, 2010, 12:48:00 am »

Even better, If it would be possible to give some of the loot to your companions to gear them up :P
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kiffer.geo

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Re: Search an area...
« Reply #7 on: November 25, 2010, 06:28:02 am »

The ideas so far sound interesting.

Being able to filter that kind of function sounds like the next logical step. You'd be able to set a preference to nab higher valued items, or to go specifically for armor over weapons, etc, to sort of micromanage it and cut down on wait times if you didn't want to go through every last item in an area. Its usefulness could be modified by more than just the observation skill, with a better appraiser more apt at gathering higher valued items, for example.

And maybe we can get a kind of Search feature too by allowing the parameters to be very narrow. If a player was looking for a specific item, maybe they could look for stuff like unique characteristics or quality levels, if they only wanted to get their ax back from a huge pile of loot.

Yeah! I'd forgotten about the appraise skill... Toady could add a search skill... then you could set watch rotations for your troops through the [m]ilitary screen...
You've killed all the Bandits, and all the gear is everywhere, the troops are drowsy, and some of the survivors are injured... you pop open the military screen and set those elves with the high observer skill on watch, the guys with good appraise and search skills on search and the field medic dwarf with some medical skills on to first aid duty... then wait[Z] for an hour and get a trade screen with all the loot that they've gathered listed and the troops are patched up a little... and suddenly it's Fortress Caravan Adventure Hybrid Mode!


Even better, If it would be possible to give some of the loot to your companions to gear them up :P

I saw some one suggest that when you tal[k] to them you should be able to give them stuff through the "trade" option...
or the military screen from fortress mode could be reused.
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