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Author Topic: Fun Defense option.  (Read 1112 times)

Urist Imiknorris

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Fun Defense option.
« on: December 20, 2009, 05:19:22 pm »

I'm currently testing this, as I just got the idea.

An auto-resetting enemy neutralizer.

Non-lethal. Great for marksdorf practice.

For a single-tile corridor:

O=O
H^H
O=O

where H is a floor hatch (over channeled-out empty space) and ^ is a pressure plate, linked to the hatches adjacent to it.

For a 3-tile corridor:

O====O
HHHH^H
H^HHHH
HHHH^H
O====O

Repeat as desired.

This design allows for, say, a goblin to hit the plate, and immediately leave themself stranded, with no way off the plate.

Then have a marksdwarf come along, and shoot the goblin. Goblin dies, pressure plate is deactivated, trap resets.

For bonus Fun, make the level below a magma cistern, in case they're in a tight group.

Also, I'm curious, what weapon type is best at killing undead? (other than the shotgun) I currently use hammers and axes.

And what do burn/heat/cold damage do?

Edit: just got sieged. It was funny as hell, watching the squad leader hit the plate and send 5 of his buddies to their doom. (using 3 tile version)

I should have made some more bolts, though.
« Last Edit: December 20, 2009, 05:42:59 pm by Urist Imiknorris »
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YOU CANT NOT HAVE SUSPECTS IN A GAME OF MAFIA

ITS THE WHOLE POINT OF THE GAME
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sneakey pete

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Re: Fun Defense option.
« Reply #1 on: December 20, 2009, 06:58:57 pm »

I thought hatches had a delay between activation and the hatch moving. Eg, goblin will move onto hatch, or all the way onto the far side of hatch, before it's trigged. Also, if more than one goblin comes, they'll drop eachother down into the pits.

Good defense in that respect, but not a neturalizer, more of a giant drop killer.
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Urist Imiknorris

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Re: Fun Defense option.
« Reply #2 on: December 20, 2009, 07:07:59 pm »

Hatches, like doors, have no delay. There seems to be a slight delay in closing them, though.
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Quote from: LordSlowpoke
I don't know how it works. It does.
Quote from: Jim Groovester
YOU CANT NOT HAVE SUSPECTS IN A GAME OF MAFIA

ITS THE WHOLE POINT OF THE GAME
Quote from: Cheeetar
If Tiruin redirected the lynch, then this means that, and... the Illuminati! Of course!

Lexender

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Re: Fun Defense option.
« Reply #3 on: December 20, 2009, 07:59:53 pm »

For best results, you should actually make the hallway very wide, so that once one trap is activated, the other siegers can still pathfind to the other ones.
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sonerohi

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Re: Fun Defense option.
« Reply #4 on: December 20, 2009, 08:07:03 pm »

I dig massive pits one side of my entry hallway, and on the other side have floodgates spaced out with their own pump coming from a reservoir. Turn pumps on, open floodgates, the goblins get flushed out, victory icecream.
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DaMunky89

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Re: Fun Defense option.
« Reply #5 on: December 21, 2009, 06:49:14 am »

Cool idea, that's pretty amusing actually.

Here's my entryway:
Spoiler: Dwarven Atom Smasher! (click to show/hide)
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Halceon

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Re: Fun Defense option.
« Reply #6 on: December 22, 2009, 05:57:53 am »

Change the doors to hatched pits and voila - a buildin destroyer manages to trap itself, possibly.
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TBot Alpha

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Re: Fun Defense option.
« Reply #7 on: December 22, 2009, 07:31:49 am »

@OP: Even better, build fortifications to one side, then build floodgates in front of them, and link them to the plates as well. That way, you can just station dorfs behind the fortifications and shoot the enemy full of holes as soon as they open the floodgates.
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