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Author Topic: Ideas for the goblins  (Read 2411 times)

Warron

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Ideas for the goblins
« on: October 13, 2013, 05:02:35 pm »

Hi, I'm new here, but I wanted to suggest a few small ideas to make goblins more interesting and more challenging.

1. Nasty Weapons: Goblins could sometimes carry really nasty weapons, with jagged edges or barbs that break off under the skin or other such things. the wounds they would cause would not be likely to kill a dwarf outright, but would require expert medical care and have a very high chance of becoming infected.

2. Wolves: Goblins could bring trained wolves with them. They wouldn't ride them, but would use them the way dwarves use war dogs.

3. Better Squads: In certain circumstances, like if the king is leading an attack, goblins should send entire squads of weaponmasters. They could also send elite squads that aren't quite at the weaponmaster level, but would be a cut above the average goblin force.

4. Uniforms: I had one game where all the goblin soldiers wore masks, and I think it would be cool if stuff like that happened more often. All the Goblins could have a particular image on their armor, or a particular decoration on their helmet or something. Granted they would probably end up all wearing an image of a table, but I still think its a neat idea.

5. On a final note, I think the goblins should still be able to use ambushes after they've started sending sieges, just to keep the player on their toes.
« Last Edit: October 13, 2013, 05:16:44 pm by Warron »
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Manveru Taurënér

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Re: Ideas for the goblins
« Reply #1 on: October 13, 2013, 05:51:34 pm »

Hi, I'm new here, but I wanted to suggest a few small ideas to make goblins more interesting and more challenging.

1. Nasty Weapons: Goblins could sometimes carry really nasty weapons, with jagged edges or barbs that break off under the skin or other such things. the wounds they would cause would not be likely to kill a dwarf outright, but would require expert medical care and have a very high chance of becoming infected.

2. Wolves: Goblins could bring trained wolves with them. They wouldn't ride them, but would use them the way dwarves use war dogs.

3. Better Squads: In certain circumstances, like if the king is leading an attack, goblins should send entire squads of weaponmasters. They could also send elite squads that aren't quite at the weaponmaster level, but would be a cut above the average goblin force.

4. Uniforms: I had one game where all the goblin soldiers wore masks, and I think it would be cool if stuff like that happened more often. All the Goblins could have a particular image on their armor, or a particular decoration on their helmet or something. Granted they would probably end up all wearing an image of a table, but I still think its a neat idea.

5. On a final note, I think the goblins should still be able to use ambushes after they've started sending sieges, just to keep the player on their toes.

Just some quick comments on the subject:

4. They already do. Take a closer look on the chest pieces and helmets of any goblins the next time, they should all be marked with the emblem of their civ ;P

5. Fairly sure they do already, just not all that often :>
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Warron

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Re: Ideas for the goblins
« Reply #2 on: October 13, 2013, 06:03:36 pm »

[Sorry, Double Post]
« Last Edit: October 13, 2013, 06:06:24 pm by Warron »
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Warron

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Re: Ideas for the goblins
« Reply #3 on: October 13, 2013, 06:05:15 pm »

Well now I feel dumb. I guess I haven't studied the goblin gear 40d. I only just changed, so there's probably a lot I haven't discovered in DF2012.

Are you sure about the ambushes? I've never seen that happen, and the wiki says they never happen after sieges start.
« Last Edit: October 13, 2013, 06:13:33 pm by Warron »
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dashadowlord

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Re: Ideas for the goblins
« Reply #4 on: October 14, 2013, 01:33:33 am »

1. nasty weapons that could also have a possibility of being poisoned
2. giant spiders, everyone knows goblins need giant spiders
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If life were like DF, Toady's strange mood would have produced an Artifact Game of Awesome that menaces with spikes of code ten years ago.  
But it is not.
Instead, what we have is a single obsessive mason trying to carve Mt. Rushmore.

Sirbug

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Re: Ideas for the goblins
« Reply #5 on: October 14, 2013, 09:49:16 am »

And if goblins stuck outside the fortress, they pull out musical instruments and start playing goblin folk music. Hearing it is approximately twice as bad as having your whole family murdered.
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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'?

nanomage

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Re: Ideas for the goblins
« Reply #6 on: October 14, 2013, 11:08:59 am »

And if goblins stuck outside the fortress, they pull out musical instruments and start playing goblin folk music. Hearing it is approximately twice as bad as having your whole family murdered.
So, 1/5th of seeing a lovely waterfall?
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Matoro

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Re: Ideas for the goblins
« Reply #7 on: October 14, 2013, 12:30:29 pm »

4. and 5. are already there. With 2. and 3. I agree completely. Poisonous weapons are probably coming someday for everyone.
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Splint

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Re: Ideas for the goblins
« Reply #8 on: October 15, 2013, 05:12:47 am »

And if goblins stuck outside the fortress, they pull out musical instruments and start playing goblin folk music. Hearing it is approximately twice as bad as having your whole family murdered.

Urist McDwarf has been fine lately. He was annoyed/disgusted/upset by/greatly angered/enraged by hearing goblin folk songs recently.

Personality and level how much a dwarf hates goblins influencing severity of the thought. And guess what he did to the offending goblin musician? That's right. Kitten attack and pick to the chest.

I just felt the need to do that.

darkrider2

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Re: Ideas for the goblins
« Reply #9 on: October 15, 2013, 07:59:59 am »

Goblin Folk music, comparable to Vogon poetry.
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Khegit

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Re: Ideas for the goblins
« Reply #10 on: October 16, 2013, 09:48:10 pm »

And if goblins stuck outside the fortress, they pull out musical instruments and start playing goblin folk music. Hearing it is approximately twice as bad as having your whole family murdered.

....actually, it kind of makes sense that they would do that, since, if they can't get in, they simply set up camp in an area outside your gates.
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Khegit

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Re: Ideas for the goblins
« Reply #11 on: October 16, 2013, 09:52:14 pm »

Hi, I'm new here, but I wanted to suggest a few small ideas to make goblins more interesting and more challenging.

1. Nasty Weapons: Goblins could sometimes carry really nasty weapons, with jagged edges or barbs that break off under the skin or other such things. the wounds they would cause would not be likely to kill a dwarf outright, but would require expert medical care and have a very high chance of becoming infected.

That doesn't quite make sense, since, in a battle, they want to kill their enemies quickly, and come back alive. Perhaps, barbed weapons that can get under the skin and tear it, instead of just breaking off inside.
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dashadowlord

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Re: Ideas for the goblins
« Reply #12 on: October 16, 2013, 09:53:42 pm »

And if goblins stuck outside the fortress, they pull out musical instruments and start playing goblin folk music. Hearing it is approximately twice as bad as having your whole family murdered.

....actually, it kind of makes sense that they would do that, since, if they can't get in, they simply set up camp in an area outside your gates.

i think it would be kinda cool when we get improved sieges that if the goblins couldn't get in. they make a camp and start to construct siege engines. all the while paying goblin folk music to annoy your dwarves :)
« Last Edit: October 16, 2013, 09:59:51 pm by dashadowlord »
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If life were like DF, Toady's strange mood would have produced an Artifact Game of Awesome that menaces with spikes of code ten years ago.  
But it is not.
Instead, what we have is a single obsessive mason trying to carve Mt. Rushmore.

Splint

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Re: Ideas for the goblins
« Reply #13 on: October 16, 2013, 09:57:08 pm »

And if goblins stuck outside the fortress, they pull out musical instruments and start playing goblin folk music. Hearing it is approximately twice as bad as having your whole family murdered.

....actually, it kind of makes sense that they would do that, since, if they can't get in, they simply set up camp in an area outside your gates.

And it wouldn't be the looming threat of walls getting smashed, bu  that damned ear-rape they're calling music that gets the marksdwarves shooting at them.
i think would be kinda cool when we get improved sieges that if the goblins couldn't get in. they make a camp and start to construct siege engines. all the while paying goblin folk music to annoy your dwarves :)

darkrider2

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Re: Ideas for the goblins
« Reply #14 on: October 16, 2013, 11:07:48 pm »

What if being under siege gave dwarves a bad thought.

That would force players to think about defense or suffer a catastrophic fun tantrum spiral.

Goblin music giving dwarves a bad thought could also be a thing. A hilarious thing, imagine an already unhappy soldier who runs into combat, and the music just pushes them over the edge and they start murdering their squad.
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