Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2]

Author Topic: Mulled Cider  (Read 1470 times)

Deimos56

  • Bay Watcher
  • [PREFSTRING: unicorpion]
    • View Profile
Re: Mulled Cider
« Reply #15 on: June 14, 2009, 01:33:26 pm »

{Insert loud applause here}
Yay for idea expansion! ;D
Logged
I'm curious what the barely conscious ai wrote about.
Well that went better than expected.  He went nuts and punched a rabbit to death, then the dogs and the whole dining hall ripped him to shreds.

SirHoneyBadger

  • Bay Watcher
  • Beware those who would keep knowledge from you.
    • View Profile
Re: Mulled Cider
« Reply #16 on: June 15, 2009, 04:58:43 am »

Thanks! I'll try to think up some more of these, since this thread so far seems to be a success.
Logged
For they would be your masters.

Areyar

  • Bay Watcher
  • Ecstatic about recieving his own E:4 mug recently
    • View Profile
Re: Mulled Cider
« Reply #17 on: June 15, 2009, 06:31:43 am »

okay.

booze trap?

req: one barrel of booze, one gear (flint?).
does: explode when triggered
triggered by: linkage to pad or lever. enemy touch/contact, heat (such as exploding barrel)
explosion burns in expanding cloud, can destroy structures/rock/whatever in 1 range (allowing for demolition) 

maybe expand with explosives or naphta. downgrading booze effects to fire in order to allow for material specific traps.


trowing barrels with catapult would be interesting. esp. if the content can be other than booze.
siege barrels: plant barrels on a parapet and drop onto siegers. sounds easy, probably hell to code AI for, unless automated as a trap.
Logged
My images bucket for WIPs and such: link
Pages: 1 [2]