I may write 3 pages long post about how I think something should be developed, but I will not do it for a number of reasons:
1. It would be completely pointless. We all have our points of views and stating CLEARLY one of them will cause others to automatically reject it. This is how community is built, this is how human brain works. This is what my gaming experience shows.
Take a glance at my
largest thread so far. It's not done yet. It's close, though. 52 pages in Word so far, by the way. For the proposal section, not counting the comments and the entire 719 post thread it was built off of.
Yes, people will reject things on face value, but if their only response is "You're stupid because I hate you," then they aren't worth attempting to cater to, anyway. If their response is "I don't like this because X and Y," then trying to cater to the demands of X and Y while still keeping what you want intact is what turns something from a mere "hey wouldn't it be cool if" to a real proposed course of action that can actually help Toady develop a better game. An idea that really stands out is one that can make a counter-argument to the detractors. If it can't make a counter-argument, then change the idea until it does.
2. If I was down to post everything I think it would automatically cause hundreds of people to post links to their threads where 'these ideas' have already been discussed. This is why I've stated fairly rough idea of a huge concept to hear what other people think, to know what EXACTLY is being discussed which is close to what I suggested so I can built my personal, more detailed view on this.
Kind of the opposite is the case. Generally, it's perfectly fine to "borrow" some ideas (it's appreciated when you mention you're borrowing them, though), but the point is that you should be adding on to ideas. If your idea makes the original idea a much different idea, then people will post references back for reference, but that's just reference.
Anyway, if you aren't going to drop the other shoe without some prodding, I guess I can just critique this...
What I mean, is one HUGE world (well, you could still customize the size when creating a new one) with all the possibilities the game provides. You are making a character, who has little skills, no title, homeless, almost broke and get him to the top!
Like in the DF mode you could still build underground fortresses (if playing a dwarf, for example), or castles (more likely if you're playing a human). Or you could simply get rich by becoming a good merchant and have some workshops in a town or in several towns. Endless possibilities
Would be nice if you could get/recruit/ your companions to start building your empire, rather than getting free 7 dwarves. Then you could get richer and richer, recruit a lot of workers, make services for random citizens who are in need for help (for money or for free, getting friends this way) etc.
Here's why we're saying that something like the ability to build a fortress in adventurer mode is already planned, and generally leaving it at that: We already agree that these things will make the game better, we are just waiting for them to come into the game. There's nothing to discuss, everyone already agrees, at least in abstract principle.
If you want a discussion to get going, you need to talk about
how this gets put into the game, and how the limited interface can work with a very complex system.
What I am basically dreaming about is a gameplay where you WON'T be able to scroll the entire map and only see your character and the space around him (just like in Adventure mode) and you will only be able to give orders 'face-to-face'. For example, if you wan't to mine down a fortress you have to 'Talk' to one of your miners, or a bunch at once and select 'Orders' or something like that then choose 'Mining' (the same 'to do' menu as in the DF mode) and then the map changes somehow so you can actually scroll it and choose the location to mine.
Might be pretty difficult since you will have to give orders to several workers, not just one. To solve this why not add special organizer where you can organise everything what belongs to you? For example, you can grant a skilled miner to be a 'Miner commander' so once you give a task to him he will then go find other mining dwarves and tell them what to do? Same goes to any profession. Other dwarves hapiness will also depend on how they treat the commander as well as work etc.
Here's where you can start getting some substance to work with.
OK, so let's say you talk to your "miner commander" face-to-face... how do you tell him to dig out a 5x5 area in the cave shaft eight z-levels down at some random spot in the walls of one of a dozen mining shafts without actually being able to pull up a map and designate that area? That's a pretty tall order for a completely text-based menu to have to name every exploratory shaft and room you carve out of the rock and find it in the menu to reference by name, rather than by map location.
Granite26 said that just having some sort of command desk that will throw you into fortress mode temporarily is a solution to being able to actually designate mining, since you pretty much have to be able to tell the miners where, exactly, you want them mining on the map.