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Author Topic: A little rant: Crafts, Farming, Size, Wrestling  (Read 634 times)

Zonk

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A little rant: Crafts, Farming, Size, Wrestling
« on: August 22, 2006, 07:12:00 am »

1)Crafts:
Allow to select sub-preferences for Craftsdwarves, so a Dwarf who is a Bonecrafter won't waste time trying to make
Stone or Wooden Crafts, but will only work to make bone ones. Perhaps even allow speciallized craft workshops?

Might also be nice to allow craftsmen to have helpers.
So while the more skilled dwarf does the main work, his helper
helps him by either bringing raw material or actually helping with the craft work.
These helpers/apprentices might be assigned by the player or the be spontaneous things.

2)Fertilizing with things OTHER than potash:
Probably best for when we will have human towns, but still...
I would make it so potash will still be the best fertilizer, on a unit-for-effect basis, but you
could have dwarves dump organic refuse, preferibly before you start planting
Though to get the fertility increase you have to wait for them to rot, though.
If some day we will have animal manure, that would be an useful fertilizer too.

when Alchemy is expanded, you might put some special fertilizer, who make things grow very fast.
However, the resulting crops might not be very healthy, perhaps having effects on your dwarves other
than generic illness, especially on babies. Not much of a problem if you export this food, although a years
later you might find yourself besieged by an horde of mutants...


3)Reduce effects of size on damage:
This is currently too much. Creatures like giants can make even axe blows from strong dwarves glance
off like you were just slapping them. I think that this size = damage reduction effect should be at least
halved, and the more playable and possibly realistic thing would just be to make bigger creatures capable
of taking bigger damage. So instead of just making your axe blows glance off, that giant would be wounded
by them, but it would take MUCH more damage than to bring down an human. So, for example, after damage
that would make a dwarf or human body part red, the giant body part might just be brown or even light gray.


4)Wrestling:
Allow the use of wrestling options so you don't have to dig through a few dozen lines to select 'hand'grasps,
which are usually the most useful for breaking/strangling. Also, if it's not yet in, make it so that if you
are grappling when someone and try to move, you might choose between releasing him OR trying to drag him.

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Toady One

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Re: A little rant: Crafts, Farming, Size, Wrestling
« Reply #1 on: August 23, 2006, 02:45:00 am »

I think there are threads about (1) floating around -- basically, something like having more subprofessions in nested [vpl] choices which you can turn off and on.

There were also some workshop ideas floating around a long time ago.  Something like fluid workshops that can be made more and more specialized with additional investments.  This would make the game more interesting probably, and give you more to fuss about if you want.

Bloat32 was a sort of strict master-apprentice thing, but maybe the kids could also help out?  It might be a lot faster if the kids run around bringing some of the related items.

For (3), is it roughly the same?  Having a shot glance off half the time is kind of like doubling the hitpoints.  Although it doesn't allow things like accumulation of small damage.  Just giving every body part a large amount of points and scaling the size effects would work I guess.  I don't like giving large creatures more points because it makes tracking damage more annoying.  I think the current problem is coming from the 0-15 scale, which doesn't have enough resolution, since the sizes themselves range from 1 to about 30.  If the bodyparts ranged from 0 to 1000 say, you could slowly wittle a giant down -- on the other hand, it might generate a different sense of tedium than the currently system.  It would just say 'you cut the giant!' a million times.  I dunno which is better.

A simple ordering to start could make the wrestle menu a lot more useful, although the 2-step choice system would probably be easy enough to put in.

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Zonk

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Re: A little rant: Crafts, Farming, Size, Wrestling
« Reply #2 on: August 23, 2006, 04:19:00 am »

Umh, perhaps double hitpoints is the same thing as making half of all attacks glance off when you look at the average attacks/damage required to kill off things, but really, accumulation is small damage is something that I think we really need. So, yes..."You cut(or rather, scratch)the giant!)a million times is better to me than 'The blow glances off"a million times.
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Toady One

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Re: A little rant: Crafts, Farming, Size, Wrestling
« Reply #3 on: August 23, 2006, 05:01:00 am »

I guess it could afford to be a little more varied and descriptive about it.  Having a giant with a leg lined with a million little scars would be funny.  He could even make fun of you.
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Zereth

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Re: A little rant: Crafts, Farming, Size, Wrestling
« Reply #4 on: August 23, 2006, 05:25:00 am »

Or you buy a small waterskin and fill it with lemon juice or satlwater and throw it on the cuts.
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Aristharus

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Re: A little rant: Crafts, Farming, Size, Wrestling
« Reply #5 on: August 23, 2006, 05:54:00 am »

I say change the message or something. I don't like the idea of doubling the hit points, but "glancing off" just sounds too weird. With iron men and such it's okay, but with a giant it kinda breaks the atmosphere. I like to read all the messages in fights and imagine it all happening simultaneously, and battle axes just bouncing off enemies don't really fit in the picture.

How about just changing the message to something in the lines of "It merely scratches the giant!" or something. It still wouldn't need to do any damage to a bodypart or otherwise affect the HP anyway, but at least it wouldn't sound like your (unarmored) enemy turned to metal for a split-second.

[ August 23, 2006: Message edited by: Aristharus ]

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Zonk

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Re: A little rant: Crafts, Farming, Size, Wrestling
« Reply #6 on: August 25, 2006, 02:54:00 am »

Bump! No one thinks anything about this new way of fertilizing fields?
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Capntastic

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Re: A little rant: Crafts, Farming, Size, Wrestling
« Reply #7 on: August 25, 2006, 03:47:00 am »

Utilising certain types of decaying refuse to fertilize crops would be nice, so long as it's only a fraction as effective as potash.

I don't think having wacky magic tonics and tinctures would fit in with dwarves though, who would for sure prefer back-breaking labor to whimsical hogwash.

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