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Author Topic: Liquid/gaseous beasts could be more dangerous/interesting.  (Read 1575 times)

Scruiser

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Re: Liquid/gaseous beasts could be more dangerous/interesting.
« Reply #15 on: August 11, 2014, 11:38:58 am »

Also, i have an issue with RAW defined Reynold's numbers that i can't quite formulate correctly.
Mostly because the RN describes a physical situation, and i find it extremely unlikely that one creature made of water could react differently to an attack than another creature made of the same material to the same attack.
I believe it would be much more apt for fluid creatures to reconstitute their body with a healing factor that undoes accumulated Reynold's damage. A healing factor both inversely proportional to the viscosity of material creature is made of (Since magma is much more viscous than gas a magma creature should reconstitute itself much slower than a gas creature) and the amount of Reynold's damage it has accumulated.
Because then you would be able to kill them by dispersing their body so badly they can't reconstitute themselves anymore.
Its how much turbulence the creature's body material can take.  If they are made of ash/water/slime in the first place, then it pretty much takes magic to hold them together and make them motile.  Thus how strong that magic is determines how much internal disruption there body can handle.  This could be represented with a fixed turbulence they can tolerate, or like you suggested with a healing factor that reduces accumulated turbulence.  For the sake of modding, it might be nice to have multiple parameters. For example: an adjustable level of turbulence that can be tolerated, a turbulence reduction over time parameter, and a healing factor from pulping caused by turbulence.
[MAX_TURBULENCE: reynold's number value] //any turbulence higher instantly destroy/collapses the body part (value >10)
[DAMAGE_TURBULENCE: reynold's number value] //any turbulence higher than this causes gradual pulping of the body part
[TURBULENCE_HEAL:reynolds number value per time of turbulence reduction]  //on top of natural loss of turbulence over time, this number reduces internal turbulence faster
+other regen and healing stats from RAWs that already exist
This way the body part can be instantly destroyed with enough internal disruption, or gradually take pulping damage, or completely resist insufficient attacks.


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