Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 [3]

Author Topic: Stones As Weapons  (Read 2541 times)

lucusLoC

  • Bay Watcher
    • View Profile
Re: Stones As Weapons
« Reply #30 on: January 21, 2010, 12:38:44 pm »

I think it might work better if it were an improved version of the existing stone-fall trap.  Make them work from more than 1 z-level up, and make them loadable from the top.

I second this motion.
Thirding.
Also, stone-fall traps should obviously not take up zero space but require the entire Z-level above where they fall onto.
Build them similar to a well: Channel out the space, build the trap with a mechanism so it hangs in the open space, then load it from the side. Require it to have support from at least one side. Allow it to be released by pressure plates or levers. For extra bonus, allow having an "ammo magazine" above that holds a few additional stones that are automatically loaded into the trap after it fires.


stonefall traps can be removed entirely if objects do fall damage. it would then be up to the player to set one up with pressure plates and hatches. using very clever use of water timers you could even get one that auto-reloads. (this would be made lots easier with more advanced mechanics, but it is doable now. its just that falling stones do no damage. . .)

again, we do not need to code in a bunch of special cases if simply adding fall damage to objects fixes pretty much all the problems.  something simple like weight times height would work well enough for the game i would imagine.

there are, of course, a few things that would help the situation, like allowing stockpiles to be designated on bridges and hatches, but that is only tangentially related.
Logged
Quantum dumps are proof of "memory" being a perfectly normal dimension in DF. ~Gazz

Arrkhal

  • Bay Watcher
  • Who modded in these flying killer attack babies???
    • View Profile
Re: Stones As Weapons
« Reply #31 on: January 21, 2010, 12:56:19 pm »

Quote
stonefall traps can be removed entirely if objects do fall damage.

Not necessarily.  Ready-made stonefall traps would still be convenient for early fortress defense, just less ridiculously overpowered.  A stonefall trap would require only 1 mechanism, and would just drop the stone when it senses a baddy below (so more than 1 z-level up would be useless against individual enemies, but still effective on mobs).

A player-built one could have better accuracy, dump multiple stones, etc., but it would also need way more mechanisms, much like land mines, drowning traps, etc.

Definitely need some decent rolling physics eventually, and the ability to carve stones into spheres.
Logged
In development: Arrkhal's Material and Weapon balance
Please test and let me know what still needs fixing.  And get these freakin' babies offa me!

lucusLoC

  • Bay Watcher
    • View Profile
Re: Stones As Weapons
« Reply #32 on: January 21, 2010, 02:34:17 pm »

Quote
stonefall traps can be removed entirely if objects do fall damage.

Not necessarily.  Ready-made stonefall traps would still be convenient for early fortress defense, just less ridiculously overpowered.  A stonefall trap would require only 1 mechanism, and would just drop the stone when it senses a baddy below (so more than 1 z-level up would be useless against individual enemies, but still effective on mobs).

A player-built one could have better accuracy, dump multiple stones, etc., but it would also need way more mechanisms, much like land mines, drowning traps, etc.

personal i think pitfall traps (with optional spikes) should be the default early fortress defense mechanism, but that would require a rewrite of the pathing algorithm. it think the current stonefall trap is more accurately a deadfall trap and should be used more for trapping large wild game (perhaps even using bait), as it make more sense that invaders would notice and avoid it. stonefall traps that are hidden from invaders should take work to hide.

Spoiler (click to show/hide)

Quote
Definitely need some decent rolling physics eventually, and the ability to carve stones into spheres.

agreed
Logged
Quantum dumps are proof of "memory" being a perfectly normal dimension in DF. ~Gazz

Dvergar

  • Bay Watcher
    • View Profile
Re: Stones As Weapons
« Reply #33 on: January 27, 2010, 11:19:09 am »

Rolling Mechanics would make DF complete, Rube Goldberg machines galore!
Logged

darkflagrance

  • Bay Watcher
  • Carry on, carry on
    • View Profile
Re: Stones As Weapons
« Reply #34 on: January 27, 2010, 02:46:29 pm »

Quick suggestion: Allow those annoying stones we're constantly mining out, to be used as single-shot (very likely to break on impact, to the applause of many), extremely short range (1 square distance across, unlimited z levels down, additional z levels meaning  splattage), "thrown" (but more like dropped) weapons.

If we really wanted to make this suggestion effective in the way that you seem to want it to be, one further addition could be made:

Stones used as projectile weapons, whether in stone fall traps, drop traps, or murderholes where the dwarves are dumping the rocks on the heads of enemies, shatter on impact and turn into rubble, like broken arrows or crossbow bolts.

This has the advantage of both being an new means to attack and a means to eliminate undesired stone.
Logged
...as if nothing really matters...
   
The Legend of Tholtig Cryptbrain: 8000 dead elves and a cyclops

Tired of going decades without goblin sieges? Try The Fortress Defense Mod

eerr

  • Bay Watcher
    • View Profile
Re: Stones As Weapons
« Reply #35 on: January 27, 2010, 06:04:14 pm »

So, the ideas stand thusly:

Dwarves lug stones over battlements onto goblins with impunity.
This somehow destroys stone that could previous survive a 50-Z level drop.

Dwarves make more realistic stonefall traps with ceilings.
Dwarves make awesome (more realistic!) stonefall traps that drop a boulder on a ramp and cause an Indiana-Jones style chase. And use multiple Z-levels.

Stonefall traps now destroy stone.


Additionally, Crossbow traps now require more work, but are now pressure-plate triggered.

At the rate we're going, everything will become seperate from the pressure plate : P
Not that that's so bad or anything. Noble rooms involve e-z deathtraps, he pulls the lever on himself!




Logged

Spiteful Crow

  • Escaped Lunatic
  • [VERMIN_HATING] [SPITEFUL] [COOKIESNATCHER]
    • View Profile
Re: Stones As Weapons
« Reply #36 on: January 27, 2010, 06:18:12 pm »

I would like to see stone ammo in order to have slings.

Two minds one thought sproingie? Unfortunately, only being a Dabbling-Competent Modder, my Sling ammo was the same as arrows, and the slings shot using Bow skill.

On topic: Catapults seem to have potential, especially if you make stone stokepile nearby, but they are a little slow...not having had any Legendary Siege Operators, I don't know their full power.
 :o Perhaps smaller (1x3?) catapults could have pressure plate activation, or am I being naive and this already exists?

This whole concept seems interesting, but It would be solved with falling damage. Plus, falling damage would add a lot of other traps. Can you say, "quantum stack with a hatch under it"?

There could also be two different types of crossbow traps, the current one, and one that has a far off trigger.
Logged
Urist McMisanthrope has been feeling miserable lately. He talked to a friend lately.

Olon McBadtaste prefers to consume cookies with ketchup.
Dragon McBiteandstuff prefers to consume Olon.
Pages: 1 2 [3]