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Author Topic: Some movement suggestions (And whatever the hell else sneaks in)  (Read 410 times)

Drago55577

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Yay for being back (Again)
So, i remembered something i read on that devlog thing on the main page, about movement. Where when you run, you have to gain speed, and you would continue going that speed until you try to slow down. (I've been away a bit, so some of this might be implemented) What if this applied to combat, and objects to? Say, someone mods in a large, fast creature, it starts going fast, and goes towards a titan, depending on your speed, and your dodge/agility and theirs, and if they are hostile or not (Maybe a way to change if you want to run into them?), there will be a chance that you hit them, and depending on what you and they are wearing, your speed, how much they get out of the way etc., you will do damage, possibly breaking bones or gibbing them.

For combat, say you could fly. You're in the air, and start diving towards a guy at a shallow angle, when you're next to the creature, you'd be able to attack him with whatever weapon you're holding, and the attack would be affected by your speed. You're really high up, start diving towards someone who has steel armor. You ready a copper spear, and run into said someone, and the spear goes right through them, possibly breaking or damaging the spear, knocking them back, and bruising and broken bones (Depending on where you hit them). Then depending on the angle, your agility etc., you'd smash into the ground and become a puddle, or pull up completely missing the ground, or maybe skimming it (Skimming the ground and tumbling, while jumping or flying, anybody?).

Jumping? Getting up to a certain speed, and then luanching yourself of the ground. If you luanched yourself of the ground at a 45 degree angle, depending on your speed (High speeds would also be a bad thing) you could jump over something, like a river. At high speeds, you might loose your footing and fall over and hurt yourself, tumble over etc. (Possibly over a cliff and into a volcano inhabited by volcano sharks)

That must be the longest suggestion i have ever made for DF.
Constructive criticsm, ideas, and what do you think?
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NW_Kohaku

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Re: Some movement suggestions (And whatever the hell else sneaks in)
« Reply #1 on: January 27, 2013, 04:19:34 pm »

Just going by what is already in the front page and dev pages, I'm pretty sure just about all of this is already planned, and some of it (like the mid-air collisions) is already partially implemented (through things like minecarts or powerful blows that send targets flying), just without the ability for you to directly, purposefully command it to happen.

The only reason I see any of this not being implemented is that there are just plain constraints on how well a roguelike can actually convey the notion of how a creature is moving/positioned to a player.
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