You already have a bullet time button, of course. It's the period key.
As I said earlier, there is precedent for fast mode in many other games. It's an intuitive gameplay device that works quite well in those games I've encountered it in. Just to name a few: Total War (I think all the games have this in battle mode), X-Com, Uplink
This is different, Total War just speeds everything in the game up because the game normally does not run at the maximum possible speed that the CPU is capable of handling. Speeding up the game in that case simply means making everything run in the exact same way that it would run otherwise, but with a lesser delay to give the player chances to react. Total War does everything that it would do in regular speed when it runs at triple speed.
It's only different in terms of how it works in the background, which is irrelevant to why I cited it, which is as an example of the gameplay device.
What you are talking about is radically altering the timescale of everything DF runs upon, and in order to do so, breaking and abstracting multiple key features of the game.
To say "breaking" is presumptive. If it's done well, nothing breaks. Being a radical change is not a fault, since radical changes are normal in DF's development.
I still don't see this as being worth such a radical change in the game that would require abstracting out a huge number of game functions.
It isn't a huge number. It's a small number. It's little more than creature movement and liquid physics, by my estimation.
The game simply needs to be unrealistic in some ways simply to function as a game.
It's also a world simulator, and it's unrealistic in a way that breaks its world simulation. With a system like this, it would still function just as well as a game, and function better than it does as a world simulator.
So again, what are we really gaining for all this trouble that makes it worth even attempting?
Consistency with timescales and world simulation.
While discussing whether an idea is a good one or not is important, I think we should establish how the idea can actually be implemented before shooting it down as "not worth it".
If one game speed worked at 72 times the speed of another gamespeed, and was the only way to actually get the game moving at a rate that was even playable, then why would you ever want to play anything at the so-called "normal" speed at all?
Certain parts of gameplay would take place in 'realtime' mode such as combat/sieges, as well as any event that the player would want to observe at a slower speed.
click that comment by Sowelu and read the discussion.
I searched for previous threads on this topic before posting. I wish I had found that one. I'll be reading through it.