What bothers me here is that all that code required for exploration will be useless after we'll add EE. Providing that we will add it.
My take on this:
- When we have EE, you will have a choice to send MC's team exploring, loosing control of the management/ND reports for a number of days.
- Same locations/logic/rewards should be available to you as if you were sending girls teams, yet you should be able to get more loot than a team of similar size (rewards for the micro required).
- So everything made for the simulated exploration will be in effect and beyond useful.
At the same time I'm not sure how to handle EE at all. The game has, or at least can have hundreds, if not thousands characters (mgirls, rgirls, clones).
When you explore some dungeon with a very small team in real time every turn, you are separated from the main part of the game, you are not a manager anymore, you are a performer.
So on the one hand we have autonomous exploring teams, on the other hand we have party EE. From the viewpoint of efficiency teams are better.
- I want EE to look something like our Forest Exploration does now.
- With possibilities to meet other teams, yours, neutral, enemy.
- With extra possibilities to locate and loot small dungeons (Different battle scheme where you and enemies can move around and everything has range OR Pseudo 3D if we can find the graphics for it). This last part will be however an expansion because making maps, regardless if they're Auto-Tiled or Pseudo 3D takes insane amount of time.
Maybe if we'll add some kind of EE eventually, it should be more global than one dungeon with two girls in party per time. Like in some turn-based strategies, where you explore territory via menu rather than personally.
Maybe.. but we'll have something like "menu exploration" in the Guild.
My take again:
- Storyline should include something about a powerful, banned magical weapon being (Lets call it Etherra) used to bombard slave encampments around the city and in local mountains/caves during the last uprising. That created tears to other dimensions and unstable areas that were being constantly replenished with loot, people and items... and monsters. Driven by lust for fame and fortune, not mentioning the interest of exploring unknown, best warriors from PyTFall decided to try out their luck (still well armed and sure of themselves so soon after the conflict has ended). The effect however, was devastating and over 90% of explorers have perished or went MIA so the Masters ordered City Patrols to turn around anyone heading towards those lands. Soon, not willing to leave such a resource unexploited, Masters teamed up with Mages from the tower to utilize the same dampening system that was used to block fatal blows to valuable monsters and fighter in the arena to explorers. Evacuation through teleportation was also concepted. Soon a system of Fighting Guilds was created and sold into private hands in order to utilize those systems. Outside of controlled Arena environment, they were only about 20% effective, especially on large parties so a law was made to limit the units size to 3 (maximum allowed in the Arena). That, together with discipline, order and structure that Guilds provided the effect was astounding and death rate was lowered significantly. Teleportation over such great distances would be used only as a last resort in a case of lifes of entire team being in danger due to insanely high cost.
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I think this setup will make sense. I am going to work on code for a couple of hours and than run some errands. This damn typing is taking too much time
