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Author Topic: Making artificial limbs  (Read 12346 times)

werty892

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Re: Making artificial limbs
« Reply #60 on: October 03, 2013, 09:53:37 am »

This is still alive? Madness!

Ultimuh

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Re: Making artificial limbs
« Reply #61 on: October 03, 2013, 03:10:29 pm »

This is still alive? Madness!
Madness?
THIS.. IS..
 Eh f**k it.. that meme is getting old.
« Last Edit: October 03, 2013, 03:20:59 pm by Ultimuh »
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Dovale

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Re: Making artificial limbs
« Reply #62 on: October 04, 2013, 11:59:05 pm »

Engraving artificial limbs would be cool.
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Zammer990

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Re: Making artificial limbs
« Reply #63 on: October 05, 2013, 08:20:32 pm »

Is pouring molten metal on your dwarfs to make them slash resistant cruel?
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Lord Fancypantaloons

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Re: Making artificial limbs
« Reply #64 on: October 06, 2013, 03:49:50 pm »

Artificial limbs- you've gained my support!

There should be types of limbs- Articulated and fixed. Fixed are simple to make and can be created in one of few positions: Open(Hauling) Closed(Holding items like picks, spears, swords), "Gripping", etc. Each is better at one task, but worse at the other. So an open hand makes carrying faster, but in combat you can only slap opponents.

Articulated would require more materials, like mechanisms, leather, and the material of choice. Quality of Mechanisms, quality of craftsdwarfship, and the materials (like leather bits, nuts and bolts) determines its speed in adjusting between modes and the suffered penalty of skills( A level 10 swordsdwarf with artificial, well made arm is now level 8[ and capped at 18, not 20] while a level 10 swordsdwarf with a poorly made artificial arm is now level 6 and capped at 16, not 20).

Type of material should also matter. Wood being the cheapest, and lightest alternative, but most fragile. With metals being strong, but heavy. Type of wood or metal also matters, and reflects its armor counterpart( Steel is hard but heavy, copper is somewhat light but weaker in comparison, etc.
For example: A 1000speed dwarf with a wooden arm is 970, as its not hollow, but complete. While a dwarf with 1000 speed and a metal arm is now 900, as again, its complete. The fact if its hollow or full determines its weight, and thus speed reduction, as well as durability, and strength of strikes delivered by it.
There must be disadvantages, or players will amputate their dwarws for benefits of making them as powerful as a colossi.
EDIT: You amputate legs of a dwarf, make them obsidian and now he can wade through 3/7 lava!
 
« Last Edit: October 06, 2013, 03:52:11 pm by Lord Fancypantaloons »
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whatever1works

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Re: Making artificial limbs
« Reply #65 on: October 09, 2013, 09:53:07 am »

What about making it so that if a hand or whatever is freshly cut off from a sentient creature of the same size e.g. gobos or other dwarfs, before the freshly cut rots, the medical dwarf can re-attach the live limb onto the limbless dwarf. Imagine: One hand dwarf, the other hand goblin.
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AfellowDwarf

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Re: Making artificial limbs
« Reply #66 on: October 09, 2013, 01:49:58 pm »

What about making it so that if a hand or whatever is freshly cut off from a sentient creature of the same size e.g. gobos or other dwarfs, before the freshly cut rots, the medical dwarf can re-attach the live limb onto the limbless dwarf. Imagine: One hand dwarf, the other hand goblin.
It sounds a little odd to me, but then I imagine urist mc frankenstein, who, through a mixture of disenemberment and syndromes manages to attain body parts of a wide variety of species. Like, seperate fingers, body parts and skin, with donor creatures like animal men and megabeasts.
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Detoxicated

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Re: Making artificial limbs
« Reply #67 on: October 10, 2013, 08:27:03 pm »

This would be hilariously frightening to say the least.
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Icefire2314

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Re: Making artificial limbs
« Reply #68 on: October 17, 2013, 09:22:48 pm »

Urist McAcuallyahead bites Urist McNormal in the throat with his left candy eye tooth, tearing the throat and breaking the upper spine!
Urist McAcuallyahead tears Urist McDead in the lower body with his candy hook, tearing the liver and spilling his guts!
Urist McAcuallyahead headbutts Urist McOverkill in the head with his candy head, tearing the skin, breaking the skull and tearing the brain!

Urist McOverkill has been shot and killed.

Oh yeah, I can see many, many uses for this.
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Sumyunguy

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Re: Making artificial limbs
« Reply #69 on: October 23, 2013, 10:46:22 pm »

Gem eyes and teeth sound excellent, but should be attached/installed by a doctor. Also, eyes and teeth might need a good scrubbing with soap before sticking them on, unless you want a chance of your dwarf's eye sockets/gums rotting away. You don't stick stuff inside yourself from the ground unless you clean it, right?
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KingofstarrySkies

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Re: Making artificial limbs
« Reply #70 on: October 24, 2013, 04:39:01 pm »

What about enhancements of some things?

Like, perhaps, replacing Urist's knocked out teeth with some *Metal Spiked Teeth*?

Oh, and possibly people with lost limbs would be bring downs for other Dwarves, but artificial limbs could remove said unhappiness?

I would give more, but then I realized that really most of my ideas would be better suited for, like, a shadowrun mod.

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McDonald

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Re: Making artificial limbs
« Reply #71 on: November 09, 2013, 05:45:27 am »

Adamantine limbs which can block attacks remind me of "I, robot" where the main character has an artificial arm and this scene were a robot was attacking him with a metal thingy and he blocked it.
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Xazo-Tak

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Re: Making artificial limbs
« Reply #72 on: November 09, 2013, 05:10:24 pm »

I think prosthetics should be able to be assigned by players, although in orders there should be "Automatically assign prosthetics?" for dwarves that have lost a limb and not had the player specify anything yet, including "No prosthetic".
Oh, and being able to use any hand equipped item as a hand prosthetic (Or lower arm for half effectiveness, and even upper arm for quarter effectiveness) would be cool.
"Both your hands lost? Here, let me replace them with a sword and shield."
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