Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Locked thread
Brown Moses
Feb 22, 2002

Here's a question, will you actively attempt to avoid any possibility of a Dwarf Fortress style "build a trench or wall to stop anything" type scenario?

Adbot
ADBOT LOVES YOU

Brown Moses
Feb 22, 2002

So I assume citizens will fall in love, marry, have kids, etc?

Brown Moses
Feb 22, 2002

I'd like to see socketable items for buildings and individuals under your control, especially if their properites are hidden until they are either activated or researched, with each item having multiple potential weird and wonderful effects. It would add an extra level of risk and reward, for example, a mysterious stone gargoyle that you could attach to buidlings, but could do anything from keeping ghosts at bay to coming alive once a month to feed. Maybe both.

Brown Moses
Feb 22, 2002

Those events could be part of an item system, find the mysterious scroll/puzzle box, read/open and see what happens.

Brown Moses
Feb 22, 2002

It would be quite cool if when items were discovered out in the game world the items story starts with the way in which the NPC that discovers reacts to it rather than it just magically appearing in your inventory to use how you wish. For example, imagine "a pair of demonic goggles" are discovered, and possible NPC reactions:
- NPC 1 is a wandering guard, who spots the item, and whose default action is to return any found items to a central location at which point the player has access and control over the item. How the guard actually reacts could be modified by various traits the guard has, so for example if the guard is naturally curious he might try them on before returning them, which could have a variety of effects, or he might fear demonic items after he saw his mother eaten by a demon when he was a child, so he avoids the item instead. A record of the event could be created in the guard's personal history for the players future reference.
- NPC 2 is a noble who belongs a faction of demon worshipers, whose default action is to take items with the demonic tag to the head of the faction rather than to the centre of town. By giving the item to the faction leader he increases his reputation within the faction and with the leader, so he has a greater chance of promotion within the faction at a later date. The player can spot this, and send guards to take the item from him, or the faction leader if he gets that far. This in turn could create problems between the guard faction and demon worshiping faction, so the player might just leave it alone to see what happens first. Of course, a urchin could pickpocket the item from NPC 2 before he reaches the faction leader and try the item on himself...
- NPC 3 is a farmer, who is brave enough to pick up a demonic item, and incurious enough not to try it on. He takes it back to the centre of town, allowing the player to use it. The player can decide who to distribute it too, giving it to a demonic researcher who would be happy to receive the item, that is until his research into demonic texts accidentally animates the goggles, which devours his eyes before running off into the wilderness.

There's all sorts of possible NPC reactions to the item which can be based off traits and rules for behaviour among different classes and factions, and I think it's something that could be a lot of fun.

It would also be interesting if your colony could split into different factions with their own internal structures and leaders who can ally or fight each other over different events. Maybe the miners decide to form a union, elect a leader, who then calls for a strike, which is broken up by the guards, leading to continual friction between the two factions.

Adbot
ADBOT LOVES YOU

Brown Moses
Feb 22, 2002

How will you handle knowledge for events? For example, if a fisherman comes across a band of angry looking natives near the town will the guards in the city know about it right away? Or will the fisherman need to return to the town to warn the guards? I guess it depends how deep you want to go with simulation, and how it would effect gameplay.

It would be interesting if the NPC's job, traits, and personality effected their reaction, and then how they communicated the information. For example, the fisherman could panic, run into town shouting about the natives, which in the simulation passes that piece of information to other NPCs in the area, who all react in their own way. For example, guards might start shouting warnings to the citizens, who would then react in their own way, be it running around in circles panicking, running towards safer areas of the town, or shutting up their shops and locking themselves inside.

The same system could work in a variety of circumstances, maybe a murder might occur, and if the witnesses aren't killed they might inform the guards, who put up wanted posters, and anyone seeing the wanted poster and the murdered would then alert the guards, unless they themselves were murdered when the killer realises he's been identified.

On top of that, if these chains of events could be recorded by the game and then reviewed by the player at a later date it would make an interesting story telling device. You could track the murderous rampage of the killer, seeing who knew what when, who told who, and so on.

  • Locked thread