re-intergrating adventuring tech

I find it somewhat . . . disturbing that the world knows what scrolls you've read?  You just learn about the next level of adventuring tech, and then the world is suddenly full of new notable locations, and new monsters start spawning.  It's as if the destructive forces of the world are waiting and saying to each other 'can we go yet' 'no, nobodies read and understood the third scroll of the late king ____' . . . 'can we go now?'  'He only touched the scroll, relax he'll read it eventually' . . . ' can we go NOW?!?,  I'm hungry'  ' Yup DINNER TIME he JUST FINISHED, I saw the glow in his eyes as he finally understood EAT HIM!!'.   I don't know about anybody else but I find it a tad abrupt (and annoying when it's somebody else who finishes the tech). So I thought up a solution to Integrate heroes an adventuring at a deeper level.

 

Firstly I am assuming some form of  Monster lairs system is reinstated https://forums.elementalgame.com/394330/page/1/ where spawns come out of, and can 'hide' stronger spawn points that only become visible once the upper level spawn point is cleared / destroyed.

Second I am assuming non recruitable heroes and static Inns https://forums.elementalgame.com/396298.

 

The system,

Random spawn points pop,  infrequently but constantly throughout the game.

  When a new spawn point pops it pops with a set depth, the number of layers of nastier baddies.  The maximum depth a spawn point can pop with is determined by adventuring technologies. 

  If a Spawn point is ignored long enough Heroes will begin to collect at the nearest Inn, collecting both people and equipment until they have enough strength to take the spawn point. (during which time they will have Quest available such as . . . ' find and escort to here the hero named _____'  . . . 'find for us 5 swords of at least attack 8' . . . 'find for us 10 units of food' . . . 'Join us on our quest to exterminate the spiders at ---,--- ') above and beyond the normal quests the inn might have available. 

  Once the Inn collects all the necessary people and equipment (equipment at any Inn since they are treated like an empire sharing resources). The Inn spawns an adventuring party that can be seen going to the spawn point. 


 If the adventuring party is defeated by the spawn point some of their equipment gets added to the local spoils, If the adventuring party wins the spoils are divided up amongst the heroes who then equip them or sell them for money to buy food, and if the spawn point has a deeper level to it a popup comes up warning you that some foolish adventures have awoken ____ which is now terrorizing the land (or whatever the lower level spawn point's doing you get informed).  

If Quest objects are collected by the heroes there is a chance that it will be recognized, and the heroes will seek out factions which they like 'see alignment from non recruitable heroes' and try to extract a good price (or extra hard quest) for them, if not they are 'lost' and the next spawn point of the appropriate depth will contain the quest object.

 

Now you have a more gradual, and sensible system in which the world is alive (because heroes are always coming and going and asking for supplies for their quests), and things get nastier progressively rather than all at once.   

6,706 views 4 replies
Reply #1 Top

very nice idea

though i wouldent nessesarily say that the heores should gather on their own - they should gather and then they should say "Hello me lord would you like for us to clear out this den of evil " and then they receive gold reward if they succeed)

Reply #2 Top

Goodmorning

My extended version of the heroes gathering up on their own can be found at https://forums.elementalgame.com/396352  The reason for why I suggest that adventures would act without your consent is that Frogboy said this was one of the goals of the game; Have a living an active environment with adventurers wandering around creating havoc and mayhem for the empires they are in.

In the game as stands there is a random event 'adventures have awoken a demon' or some such. but it's just a random event,  there isn't a hero you can see and accost, there isn't a band that marches in and marches out with the loot leaving you with 'what lies beneath'.

Sure some of the time they'll ask permission,  if you have really good relations with the Inn's in your land,   but most of the time they are overly self-confident adventure types who just march in and run when all hell breaks loose.

When was the last time while playing a Table top RPG your heroes all went to the local king and request permission to hunt in the forest, or requested leave to go into that mine to rescue a peasants daughter from an ogre.  You don't, if a peasants daughter is taken you go in and kill the Ogre, unfortunately that wakes a dinjin who is more than a little mad. . . so you run with the princess and get your reward and don't look back.  Somebodies got to deal with the Dinjin . . . now you know who it is, the king of the land, IE now YOU.

 

That's why I want them to work without your permission at least some of the time. I think Frogboy does too.  


Robbie Price

Reply #3 Top

Interesting idea. I like it.

 

One possibility is that (assuming each Champion is their own AI, and parties are "alliances"), perhaps each Inn has its own set of global resources, and maybe you have "travelling merchant belonging to Inn X" ... so you can give the resources to either the Inn or the merchant.

But really, if the correct Inn is on your map, you should be able to simply click on the Inn itself to interact with it (without sending someone there).

 

Obviously if the quest involved "sending aid" in the form of one of your own Champions, then you'd need to send one of your own Champions ... but anything else (that doesn't specifically demand your presence) can be gifted over space and time by simply clicking on the Inn and opening a UI.

But as for the lairs themselves (and Parties gathering at a particular lair, constantly asking for new supplies as needed) sounds fantastic.

 

It rather compliments my idea of having the constantly Spawning NPCs able to take care of the constantly spawning lairs ... so that a player wouldn't be FORCED to micro lairs the entire game.

(obviously building Walls around each of his cities would be a smart move if he ignores lairs though ;) )

Reply #4 Top

I would have the adventures be micro-AIs  they have an alignment value, a loyalty value, and maybe a recklessness term.

 

For simplicities sake I would have the over-aching Inn AI take care of who is willing to work with whom, and what equipment everybody is going to be equipped with on the way off to a mission.

 

I do agree that ideally one would not NEED to actually move to the tile to interact, but as far as I know all quests are Tile based at the moment, (or turn / state based).  I kept that for ease, not really preference.

 

Ideally for me if you sell allot of stuff to Inns, and do a lot of quests on the behalf of Inns (Inn's love you) than you would have lots of adventures in your land, and you would not need walls, (Adventuring parties would have a chance to 'notice and inform' you about deeper layers without waking the owners, and even the Inn AI would take exception to your enemies marching in your land if you had a Positive enough relation with the Inns). (negative relations would result from killing and stealing from adventuring parties, or starving them/ choosing laws against them.) 


Of course you would always have sociopaths, quests that only benefit the party involved even with the best of relations with the Inn's AI

 

Robbie Price