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Author Topic: Banemaker's Workshop  (Read 3401 times)

Khegit

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Banemaker's Workshop
« on: October 12, 2013, 02:28:30 pm »

A Banemaker's workshop. Basically, wouldn't it be cool if you could poison your weapons, with a workshop instead of capturing a forgotten beast and tricking it into spraying all over your weapons....also, without spraying the poison all over the grip of the blade as well, so your dwarves don't burn their hands off while using it? Think about it. Either venom, or poisonous blood would be collected, most likely in a barrel since it's liquid. After being stockpiled, dwarves with the "Banemaking" labor enable, would be able to take said venom or blood to a Banemaker's Workshop, and process it into "Weapon Bane", a concentrated weapon poison used to tip blades and bolts. Then, either at the Banemaker's Workshop, or some other workshop, the bane could be applied to the blade 'only' (You know, so your dwarves don't burn their own hands off while using them).
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Sirbug

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Re: Banemaker's Workshop
« Reply #1 on: October 12, 2013, 02:41:43 pm »

I always dreamed of poisonous gases. We already have gas mechanics (Both vapor and miasma, not sure if it the same). I wish I could make some deadly poison in barrels and then open them with lever/plate to unleash toxic gases on my enemies (and friends who got in the way)
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Cool, but wouldn't this likely lead to tongues having a '[SPEACH]' tag, and thus via necromancy we would have nearly unkillable reanimated tongues following necromancers spamming 'it is sad but not unexpected'?

Khegit

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Re: Banemaker's Workshop
« Reply #2 on: October 12, 2013, 04:09:31 pm »

Yeah....so far, all we have in the way of poison is Gnomeblight.....and we can't even use it.
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Lord_lemonpie

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Re: Banemaker's Workshop
« Reply #3 on: October 12, 2013, 04:23:53 pm »

Totally adding my support to this. It would be so cool to stab gobbos in the face with your masterwork adamantine sword that is covered with giant black mamba poison.
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Waparius

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Re: Banemaker's Workshop
« Reply #4 on: October 12, 2013, 11:01:15 pm »

This should be one of the uses for the Alchemist's Workshop - apply poison to weapons, ammo and trap components.

Banemaker's Workshop sounds too MMORPG-esque.
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Khegit

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Re: Banemaker's Workshop
« Reply #5 on: October 13, 2013, 11:08:44 am »

I disagree. I think "Banemaker's Workshop" and "Weapon Bane" sound appropriately Dwarfy. Alchemy is something the elves or humans should have.
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Sirbug

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Re: Banemaker's Workshop
« Reply #6 on: October 13, 2013, 11:12:52 am »

You know, with how combat currently handled, if goblin is stabbed by poisonous spear, "poisonous" is relatively low on his concern list.
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Cool, but wouldn't this likely lead to tongues having a '[SPEACH]' tag, and thus via necromancy we would have nearly unkillable reanimated tongues following necromancers spamming 'it is sad but not unexpected'?

Khegit

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Re: Banemaker's Workshop
« Reply #7 on: October 13, 2013, 12:35:35 pm »

Is the combat overpowered? I never noticed. I just figured I had well-trained dwarves with steel weaponry.
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Warron

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Re: Banemaker's Workshop
« Reply #8 on: October 13, 2013, 12:46:00 pm »

Getting well trained, well equipped dwarves that can cut through everything is currently trivially easy, so either the enemies should be a lot tougher or training high level dwarves should be a lot harder, imho. That's another matter though.

Poison really seems more like something for the goblins, or even the elves (they could use natural venoms they find in the forest). Making it for the dwarves could be fun, but I do think that if Toady is going to pile on new ways for the dwarves to hurt their enemies (mounts, etc.) he should make the enemies more challenging to compensate.
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Khegit

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Re: Banemaker's Workshop
« Reply #9 on: October 13, 2013, 01:08:58 pm »

Dwarves riding giant cave spiders, with weapons tipped with giant cave spider venom. That would be awesome. But really, though, I think the combat, as of now, is fine. The key being that the goblin's strength comes in numbers. Twenty melee dwarves against sixty goblins.
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Warron

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Re: Banemaker's Workshop
« Reply #10 on: October 13, 2013, 03:31:21 pm »

The more i think about it the more using poison seems positively unDwarvenly. If a battleaxe needs poison to do its job then the weaponsmith clearly didn't do his job very well.

Also, I want to see the other races have a flavor of their own, which means they should get certain weapons and tactics that the dwarves can't use.  Maybe players would feel left out if the elves or goblins can do something they cant do, but I would prefer it that way because it makes the enemies more interesting and challenging. The dwarves already have steel and adamantine, can't they let someone else get the poison? Frankly, I don't really want to see dwarves get mounts.

Just my 2cents.
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AfellowDwarf

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Re: Banemaker's Workshop
« Reply #11 on: October 13, 2013, 04:09:09 pm »

The more i think about it the more using poison seems positively unDwarvenly. If a battleaxe needs poison to do its job then the weaponsmith clearly didn't do his job very well.
If something takes some effort* and yields next to nothing, it is extremely dwarven.

*Attaining poisonous substances, extracting them with a trained dwarf, then distributing them among military dwarves who might also need training to use them propely.

But why limit poison to weapons? Why not poison water, or boil it in some sort of furnace to create poisonous vapors?

You could also poison your own dwarves to punish anything that uses a bite attack. That would be very dwarven.
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Manveru Taurënér

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Re: Banemaker's Workshop
« Reply #12 on: October 13, 2013, 04:14:50 pm »

The more i think about it the more using poison seems positively unDwarvenly. If a battleaxe needs poison to do its job then the weaponsmith clearly didn't do his job very well.
If something takes some effort* and yields next to nothing, it is extremely dwarven.

*Attaining poisonous substances, extracting them with a trained dwarf, then distributing them among military dwarves who might also need training to use them propely.

But why limit poison to weapons? Why not poison water, or boil it in some sort of furnace to create poisonous vapors?

You could also poison your own dwarves to punish anything that uses a bite attack. That would be very dwarven.

Nope, that's a common misconception around here. It would be very "playery", sure. But still very "undwarvenly".
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Khegit

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Re: Banemaker's Workshop
« Reply #13 on: October 13, 2013, 07:34:51 pm »

The more i think about it the more using poison seems positively unDwarvenly. If a battleaxe needs poison to do its job then the weaponsmith clearly didn't do his job very well.
If something takes some effort* and yields next to nothing, it is extremely dwarven.

*Attaining poisonous substances, extracting them with a trained dwarf, then distributing them among military dwarves who might also need training to use them propely.

But why limit poison to weapons? Why not poison water, or boil it in some sort of furnace to create poisonous vapors?

You could also poison your own dwarves to punish anything that uses a bite attack. That would be very dwarven.

Nope, that's a common misconception around here. It would be very "playery", sure. But still very "undwarvenly".

How the heck is making a battleaxe that rots your opponent's skin off "undwarvenly"?
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Khegit

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Re: Banemaker's Workshop
« Reply #14 on: October 13, 2013, 07:38:23 pm »

Getting well trained, well equipped dwarves that can cut through everything is currently trivially easy, so either the enemies should be a lot tougher or training high level dwarves should be a lot harder, imho. That's another matter though.

Poison really seems more like something for the goblins, or even the elves (they could use natural venoms they find in the forest). Making it for the dwarves could be fun, but I do think that if Toady is going to pile on new ways for the dwarves to hurt their enemies (mounts, etc.) he should make the enemies more challenging to compensate.

I already suggested that the elves should get magic. Since they use it all the time to make the trees form into wooden items, it only makes sense.  As for the goblins? Don't they already have the trolls and ogres?
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