On Adventuring and Exploring

Red Boxer

Prince
Joined
Oct 13, 2003
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Philadelphia.PA
Right now the only (?) Ancient temples can be explored (to what purpose, beyond being a 'resource' I don't quite know).

Seeing how this is a world based upon high fantasy, I would suggest that the whole concept of 'exploring' though I think Adventuring is a much more fitting word, be expanded.

Ruins (dungeons? :D) of all different kinds could be recreated as some kind of super goody-hut. They could provide, as do normal huts: wealth, knowledge or just be a lair of some foul creature. However the site would be greater than that. Based upon the level of the explorer they would risk themselves to explore the site. Allowing themselves to either be lost completely in the process, near death and sent home with their tails between their legs, or come back wounded but laden with wealth, new knowledge, experience, maybe some of those discussed magical weapons. Perhaps in doing so they disturbed some more powerful force who seeks to reclaim their treasures. Unfortunately I am unsure of the limitations of the game, so these suggestions might be a wild shot, but nevertheless someplace to start.

Something as a bit of an aside I was thinking of last night while playing, was lifespan, giving heroes (especially) a limited life would be rather interesting, and ultimately allow for more to be introduced into the game. We also would note that major adventurers find ways of prolonging their lives, they are still mortal (usually), so they could have a nice long adventuring life. Perhaps when they retire, they would do so in style. Maybe changing to a great person to get plugged into a city as a final deed.

Well those are the thoughts of this long time gamer.

I've gotten 2 people hooked on FfH so far. :goodjob:
 
I would like something like that implemented down the road, I think Kael has that in mind for shadow, but I wouldn't like to risk high lvl ranger in some random proces, it needs to be more developed. Artefacts are coming in shadow so we will probably have dungeons ruins etc by then.

BTW I have also gotten 2 people addicted to FfH!
 
Yeah in "Fire" we want to open up a new area full of monsters in the midgame for exploration. In "Shadow" we want to add quests. So both will help towards this.

But I should stress that this will never be an RPG. The line sometimes seems blurred because fantasy is such a popular genre for RPG's and we are using a lot of the RPG mechanics. But our goal is to make a good strategy game, if the RPG mechanic doesn't help toward that goal it won't be included.
 
The way I'm implementing quests in my own fantasy mod (which I'm plodding along with as I can) is to make it an action button tied to the heroes. Going on a quest takes a random amount of time, from a month to a couple years (1-20 turns; I'm using a monthly calendar), and when the hero comes back - if he does - he'll have gained experience, gold for the country, and potentially quest-related promotions like artefacts, spells, and so on.

The rewards are good, but the risks can be high too. You have no way of knowing how long your hero will be gone for or even whether they'll return. The chance of dieing on quest is small but present.

Dunno whether that concept tickles the design team's interest at all, but they're welcome to steal it.
 
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