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Author Topic: Perfect loyalty = playable: blurring fort and adventure  (Read 696 times)

IndigoFenix

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Perfect loyalty = playable: blurring fort and adventure
« on: June 01, 2016, 11:53:39 pm »

This is a rather broad suggestion regarding how the overall structure of the game works, and how to effectively remove the boundary between fort mode and adventure mode.

When the player starts an adventure, they are on their own, but may gather party members for various reasons.  These party members will take orders from the player, but are not themselves playable.  However, you may be able to bring some party members to become perfectly loyal to you and your cause.  This marks them as player characters (forever) and allows you to control them directly.

Any site that a player character has control over becomes playable in fort mode, but unlike the current fort mode, where the game doesn't end until every citizen dies, you (the player) will only have control over the fort as long as a player character remains in control of the site.  If your player character is killed or deposed by a non-player character, fort mode ends, but if you have a player character still alive, you can try to regain control as an adventurer.

This will become a lot simpler once we can freely switch between fort and adventure mode during the game, like in the arena.

MrWiggles

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Re: Perfect loyalty = playable: blurring fort and adventure
« Reply #1 on: June 02, 2016, 01:43:28 am »

You probably wont ever be able to freely switch from fort mode to adventurre mode. There are too many incongruity and assumptions, for it to cleanly switch over.
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IndigoFenix

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Re: Perfect loyalty = playable: blurring fort and adventure
« Reply #2 on: June 02, 2016, 11:33:28 am »

You probably wont ever be able to freely switch from fort mode to adventurre mode. There are too many incongruity and assumptions, for it to cleanly switch over.

Well, the speed of time could be a problem... but beyond that they are gradually growing into each other.

At any rate, I think the idea could work even if you can't instantly switch between modes, though die-hard fort players might take issue with your entire fort being dependent on a single individual or group of individuals maintaining power.  Still, if fort mode insurrections are going to be a thing, there should be a core group that represents yourself, that other citizens could rebel against, and it would make sense if you could play as these in adventure mode.

Toady has brought up the idea of choosing specific existing individuals to control, but he wanted a way to ensure that you couldn't just, for instance, take control of the general of the enemy army.  I think requiring the player to earn the loyalty of a creature would be a good way to determine who you could and could not play as.

Naturally, any children of adventurers would be playable by default.