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Author Topic: Deathtrap Thought Experiment.  (Read 1692 times)

ShadowDragon8685

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Deathtrap Thought Experiment.
« on: July 01, 2009, 02:21:50 am »

Okay, so I had an idea I just had to share...

How feasable is this as a deathtrap idea? The idea is to cage an absurd number of felines (100 should do) and station the cage in the entryway, like... Well, like so.

Code: [Select]
====================================
.__________________________________=
<................................._|
<................#................_|
<................................._|
.__________________________________=
====================================
< marks the direction of entry, possibly ramps.
. is smooth floor, of course. (Ripe for the engraving afterwards!)
_ is a pit. (Underneath this bridge should be a drop into several Z-levels of water.)
= is a wall.
# is the cage.
| is a drawbridge which retracts to the right. (It is depicted as raised)

Once you've gotten your cages set up (and you might want backup cages full of felines,) you go to the raws and set up the Thermonuclear Catsplosion. Wait until the gobbos or elves or dirty humies are in the entryway, then raise the drawbridge. (You could also just lock doors.) and pull the lever that sets the cats free.

See, what I'm, thinking is that cats in cage traps will be static - their heat won't matter. Once they're released from the cage, they react with the outside world, with predictable results, going thermonuclear. Their flaming kitty parts fly all over everywhere, including (hopefully) a nice ka-splosion outwards that flies out into the world (for coolness' sake), and enough falls into the water below to flash it to steam, thus adding to the bellowing smoke of doom that should be filling the corridor and belching outwards.

I'm pretty sure it'll work, once, and probably not even harm the fort, so long as you don't have a water channel access that the flash-frying steam can back up through. Big questions involve how do you mop up the mess? Will burning kitty parts just rot away into miasma after awhile, dissipating their heat?


It occurs to me that you could modify the design as-follows for maximum sadism:

Code: [Select]
====================================
==_________________________________=
<|_..............................._|
<|_..............#................_|
<|_..............................._|
==_________________________________=
====================================

This way there's absolutely no hope of escape for anything at all - if it's in that death chamber when it goes up, it's gone. Additionally, would heat the fort all winter. And spring... And summer... And fall... And winter again. Would it work if the cage to be opened was underneath the water below - an instant boiling effect to steam the bastards to death instead? (Or even just on a 1x2 platform suspended in mid-air from a support below the main bridge, to toss all the kitty bits off without exposing the gobbos directly to it, to draw out the pain and suffering.)
« Last Edit: July 01, 2009, 02:28:37 am by ShadowDragon8685 »
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warlordzephyr

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Re: Deathtrap Thought Experiment.
« Reply #1 on: July 01, 2009, 03:01:44 am »

It's a good idea but steam has stopped being lethal an update or two ago (i think), also it would work with a conventional catsplosion, distracting invaders.
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cerapa

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Re: Deathtrap Thought Experiment.
« Reply #2 on: July 01, 2009, 08:12:19 am »

also it would work with a conventional catsplosion, distracting invaders.
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DanielLC

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Re: Deathtrap Thought Experiment.
« Reply #3 on: July 01, 2009, 10:27:23 am »

Yeah, that trap would definitely kill them all. As an added bonus, it would also kill the invaders.

By the way, this would be much easier to do without cats, as you can't put pets in cages. If you do it this way, you'd have to slowly fill it with all your kittens. If you use dogs, you can let their population increase exponentially and then put them all in cages at once.
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ToonyMan

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Re: Deathtrap Thought Experiment.
« Reply #4 on: July 01, 2009, 11:50:20 am »

I would want to see a video test run.  Any takers?
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Lymojo

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Re: Deathtrap Thought Experiment.
« Reply #5 on: July 01, 2009, 06:34:11 pm »

Or, since you don't mind messing with the raws, just remove the cat's [verminhunter] tag. They won't adopt dwarves that way.
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Stargrasper

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Re: Deathtrap Thought Experiment.
« Reply #6 on: July 02, 2009, 12:26:00 pm »

Or, since you don't mind messing with the raws, just remove the cat's [verminhunter] tag. They won't adopt dwarves that way.

Wouldn't that just leave you with a huge amount of vermin everywhere that make the dwarves mad and eat all your food?
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Lymojo

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Re: Deathtrap Thought Experiment.
« Reply #7 on: July 02, 2009, 01:06:00 pm »

Well, yea. But in this particular situation the other alternative is a huge amount of tiny self-powering stars everywhere that ignite your dwarves on contact and incinerate everything in the entire fortress.

Did you even read the thread?
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ShadowDragon8685

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Re: Deathtrap Thought Experiment.
« Reply #8 on: July 02, 2009, 09:28:46 pm »

Maybe I should make dogs the verminhunters...

What happens if you give Verminhunter to a war-animal?
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zchris13

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Re: Deathtrap Thought Experiment.
« Reply #9 on: July 02, 2009, 10:36:47 pm »

Nothing good, I should think. Try it!
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Criptfeind

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Re: Deathtrap Thought Experiment.
« Reply #10 on: July 05, 2009, 02:43:51 am »

I’m fairly certain that if you were to give dogs vermin hunter two things should happen.

One: you cannot train any that adopt dwarfs.

Two: if you train them they can still adopt dwarfs.

I have no idea what would happen of you train, than assign before they can adopt.
Also go for the non-deadly steam, it still looks cool. 8)
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Sensei

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Re: Deathtrap Thought Experiment.
« Reply #11 on: July 05, 2009, 02:47:39 am »

As hard as I've tried, I've never managed to make cats set anything on fire- only the cats explode gorily. I think live cats would be worse.
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