Hello! You likely have no idea who I am, but I've been an avid follower of the masterwork mod since near its inception years ago and is the sole reason why I still love DF and play it every 1-2 months, like a terrible drug addiction I cannot get rid of! Hahaha.
I've been working on a handful of documents proposing changes and additions to improve balance and functionality (without major changes) for most of the mod to try and help get a better balance to it all. I've brought it here, to see what you the community feels about it.
Please refrain from mindless insults, one liners, or the classical 'it's overpowered, but don't use it if you don't like it!' or such strawmen arguments. It's not going to amount to anything productive for either side.
Without further blabbering, this is the first edition, document one of eight - Defense Overhaul!
Traps
unarguably, the biggest part of DF is not creativity - but surviving. Whether against disease and famine, or the horrors of the depths, there are many things out to end poor urists life in horrible, (and often hilarious) ways. That is why we utilize many distinct methods to try and ensure our dwarven minions survive and fulfill our goals by protecting them from outside dangers. Often, our first line of defense is our old pal: The trap.
Positives/strengths: ~ Very cheap to setup a early, yet effective defense.
~ offer a wide variety of traps for various uses and functions.
~ Mingles extremely well with other defenses, allowing a great deal of cross-compatibility between animals, turrets, and other defenses.
~ Have almost no maintenance cost beyond basic setup time/material.
Negatives/Weaknesses: ~ They are your first, and often, last line of defense and can practically defeat everything in the game without much trouble with some simple engineering. Even HFS can be decimated by them alone!
~ While there is quite a variety - many variations of trap types are simply totally useless.
~ Some traps added by MW are totally misunderstood/poorly documented, such as barbed wire and are rarely used due to this.
~ Straight out, they are too strong by default. Why? I will explain this below.
The Problems and how to solve them:#1 The synergy. The ability of traps to synergize with engineering and other variations of 'traps and defenses' is what makes them deadly. Trap_avoid is the counter to make traps not god mode (in vanilla) for example, yet web turrets nullify that entirely with no danger and only a few fortifications to protect it. This can be expanded further to flaming webs, or any variation - traps are just icing in the cake. Similar to turrets (bullet/slade) which can cause foes to 'dodge' and fall off ledges to be impaled on spears, or similar synergies.
The issue is not the synergy per say - but the simple overpowered, or underpowered aspects. How difficult is a web trap to setup? Extremely minimal effort. How long does setting up a ballista hallway take? a good deal more, it requires dwarves actively working on it, and can lead to a literal apocalypse to your fort if your defenses fail.
Solution: Without speaking of WEAK synergy, but instead, the problematic overpowered synergy that makes the game laughably easy, I would say the only clear solution to balancing this WITHOUT a ton of changes, would be to
Remove Web Turrets entirely. besides making traps extremely overpowered (especially when combined with flames), they offer an infinite rare-silk farm with absolutely no risk/effort (prior you had to trap a forgotten beast and that was a VERY harrowing, deadly business - high risk, high reward), and the cost to acquire/create them is laughable compared to the power they offer. I truly do love them - but they are just too overpowered in their current incarnation and in turn, make traps too deadly by essence of causing foes to fall onto traps, and making trap_avoids fall onto said traps ensuring every race and threat almost, can be destroyed by 30-40 well placed weapon traps and 2-3 web turrets.
#2 Some trap types are utterly useless, while others, are quite overpowered. How often do you use axe-blades over serrated discs? (when they were in game). How often do you use rams over something serrated? How often do you use barbwire, or do you even understand what it is?
Solution: redo them. Clean slate all the various trap components, alter the ones used in other production (like sawblades, etc) to be unusable in weapon traps or similar, and then create new items specifically designed for traps. My proposition is below.
~ Serrated disc - Slashing (moving Sawblades for use in buildings only). These are simple, basic 'slashing' attack trap components with a single strike. Excelling at fleshy foes, but being utterly negated by armor.
~ Spike - Piercing. These already exist, and are efficient in their abilities to do heavy pierce damage. I would argue spears should be placed here, but spears are weapons, and spikes over-all are fairly close to spears in penetrative/piercing strength.
~ Weight Ball(name sucks, sue me
) - Bludgeon. These offer pure, improved bluntness over simple stone traps (depending on material of course) and are designed to be improved 'ammo' for stone traps or even weapon traps to help smash and disable attackers who are quite heavily armored, but rarely kill.
The above three are your 'generic' trap components to provide singular attack styles.~ Blunt Blade. Slashing-bludgeon. These are a variation of 'axe blades' designed to have a much wider impact area for slashing, but a heavier impact that can penetrate armor somewhat providing a solid middle ground against lightly to moderately armored foes, able to slice off smaller parts of the body if lucky, which its serrated disc brother could not.
~ Serrated Spike. Slashing-piercing. Similar to the spike, but with serrated edges allow it to sacrifice some pierce, but have a fairly powerful slashing aspect to severe off smaller body parts and cause extreme bleeding.
~ Spiked ball. Bludgeon-pierce. Similar to the old wooden spiked balls, adding the benefit of a blunt strike while giving additional minor-to-moderate pierce against victims causing pain from wounds and bone injuries inflicted. very effective against heavily armored foes, not so much against light/unarmored foes.
The three above are hybrid trap variations. These are all listed merely for 'sake of example' and could be expanded upon further, such as giving specific traps functionality only for specific types (I.E Spikes and Serrated Spikes can only be utilized in spear traps/upright-weapon traps, allowing each trap type to have 2-5 specific trap components for variety).
This is all literally just 'loose thoughts' how to redo trap components - I am uncertain what limits there are in the code to what we can change (trying to find info on it has been fruitless) and as such, I've kept effort to a minimal amount until I know what the true limits are, and what Meph actually desires.
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Turrets and advanced contraptions
One of my favorite editions of all time. I've always loved towers and turrets in RTS's and figuring out how to best utilize them with various other aspects of the game to give me a solid edge. DF is no different, and they've proven to be extremely valuable in a multitude of ways. Yet despite this, the system is far from flawless and below, I am going to go over each turret and list its quirks and issues.
- Bullet Turret
Your grunt in the army of turrets, it's reliable, general in use for bombarding animals or siegers alike, and really is a 'jack of all trades, master of none'.
Positives:~ Fairly cheap and easy to produce later on in a forts life.
~ Reliable for 'supression' bombarding and pestering animals and siegers alike.
~ is useful in tactical use, to cause skilled invaders to 'dodge' and fall off a ledge into your lava or similar 'fun' pits/traps.
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Negatives:~ Absolutely terrible at killing anything. It can pelt a poor animal to the point almost every bone in its body is fractured, broken, or shattered - and still not be able to finish it off.
~ Entirely useless against armored foes, barely able to inflict anything more then a bruise.
~ Is only able to made from a research that is quite late in the game, far after this turret would be very useful (such as early game against light siegers and wild beasts).
Improvement suggestion:~ Add variations of of it. Have say five 'types' of bullet turrets based on metal used to make it (Copper, Iron, Steel, Mithril, Adamantite) and alter the bullets to fire a similar 'glob' material, increasing its general power with it.
~ If the above is not viable, increase the bullet turrets general strength. give it more 'piercing power' so it can cause shallow flesh injuries (lodging into the wound) but not deep enough to hit the heart or similar vital spots. This would allow it to be more effective at causing actual injury - yet not making it a 'machine of death'. Against poorly/non-armored foes, it should be strong and able to injure them regularily, yet be almost hopeless against anything that's large/armored.
- Slade Turret
The Slade turret, the 'big hitta' who just... doesn't really hit that hard.
Positives:~ Wider and heavier impact often means if it's a head shot, it's fatal.
~ Is slightly more prone to break bones against smaller creatures (mostly animals).
~ Has superior knockback.
Negatives:~ costs almost 40% more then a bullet turret, yet has no real strong redeeming trait over it.
~ Is very poor against anything that is about a human or larger in size, rarely inflicting anything more then a bruise or a 'bone bent' even if the foe is unarmored.
~ Is much less accurate (or it seems) then a bullet turret of equal skill.
~ Fires slower (again, I can't say for certain - just feels this way).
~ It really is just an inferior version of a bullet turret.
Improvements: ~ keep the speed/accuracy lower then say, the bullet turret.
~ Increase the impact power/penetration - it should logically be shattering bones and causing great injury to unarmored foes, and causing less extreme harm to armored foes.
~ If you're worried about balance, shorten the fire range of slade turrets (half of bullet) and make them short range 'cannons' so to say, slow firing, lower accuracy, short ranged - but very heavy hitting. Doing this would make them and bullet turrets synergize well, one being a long range 'sniper' meant to chip away at enemies, while the slade is the heavy hitter (not per say fatal) who excels against armored foes the bullet turret cannot defeat or even harm.
- Fire Turret
Why waste time starting a fire, when this beauty can cook, roast, and even clean away all your problems?
Positives:~ it shoots fire. COME ON! Don't tell me imagining goblins running around screaming while engulfed in flames doesn't make you giggle evilly.
~ Very good for starting fires on the map, or accidentally roasting soldiers. Since siegers generally lack clothing, they don't burn very well though...
Negatives:~ Short ranged to an extreme.
~ VERY volatile and dangerous. Using it with moss covered floors, the surface, or flammable dwarves is often grounds for FUN!
~ Really has limited use, especially compared to its big brother - the hellfire turret.
Improvements:~ The fire turret is a pickle to make stronger, as it relies on destructive abilities by catching clothing or other flammable objects on fire. Generally speaking, simple burns alone aren't enough to slay foes (normally) and since most siegers/animals/titans/FB don't tend to have anything flammable on them, along with its general destruction tendancies for dwarves, and short range - it makes it a quite poor weapon.
~ Any thoughts how to improve it - or do you think it' fine as it is? If so, how?
- hellfire Turret
Positives:~ Dude. It shoots dragon fire. DRAGON BREATH! Watching that plume of flame spew across the field and seeing invaders literally vaporize is just priceless.
~ It's EXTREMELY powerful and if a victim is struck, is almost assured death.
~ It devours 'ranged' units with great ease, giving a powerful solution to deal with those pesky gobins or elves and their bows (when used in a properly devised engineering trap).
Negatives:~ Is VERY costly and difficult to build, or buy. Not per say a negative, as this keeps it balanced.
~ it has a fairly short range.
~ it is almost entirely useless against a foe with a shield. A shield seems to entirely negate the fire from this turret.
Improvements:~ You would think I'd be calling for this turrets removal. But there's two factors why I think it should stay, and is arguably, one of the most balanced turrets in the game at the moment.
The first being the cost/effort to produce or buy them, is quite astounding. They are NOT cheap and really.
The second point, they are VERY strong - but have a hard counter. Any melee unit with a shield is practically safe from this turret, meaning while it's 'holy crap instant death' powerful against some, against others, it's totally useless meaning you can't just spam these and beat everything that comes your way and instead have to be intricate in your defenses.
Assuming the web turret is removed (or entirely redone) the hellfire turret needs no improvements or changes, and is a very solid, devestating turret.
- Web Turret
Spider Pig, Spider Pig...
Positives:~ Has INSANE use, able to bring 'flying' units to the ground either to be attacked by soldiers or to activate traps, or to be mixed with other turrets for terrifying flaming webs of death.
~ Can be utilized to mass produce infinite rare silk cloth without any risk/danger/cost.
~ Is a great utility turret.
Negatives:~ It breaks a lot of the game. Flaming webs can wipe out almost any foe, and if not - webs can make victims fall onto traps which makes trap_avoid mobs now trappable and easily dispatched.
~ It negates a legit cloth industry. Why grow cloth or go through the risk of giant drow spiders or forgotten beasts and the feats of engineering/danger they cause, when you can just move a web turret over, close a door, hit a switch and have infinite cloth forever?
Improvements:~ There is only two real paths to fix web turrets. Make them fire a SINGLE web only, non-rare silk, on a fairly slow fire rate (since you can easily acquire 15-20 of them later in a fort without much hassle)
~ Remove them. I love them, I truly do - but they just break the balance of the game in so many aspects it's silly.
Warp stone and acid are two turrets I have never found a good use for, and have VERY little experience with. I am going to acquire a few in my current fort and test them extensively to give proper feedback on them.
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General quirks on defenses
Some major issues I've seen that further screw up any sense of balance, is constructions. How often do you encounter a siege that you cannot defeat, andi nstead of being in danger - you just hit a switch, close your bridge, and shrug your shoulders carrying on?
~ Walls are too strong. Simple. The addition of new siegers who dig and topple walls is great!... until you realize, only two fairly rarely seen races are capable of doing this. Of course, making more able to do it will make your base a disaster of tunnels/broken walls and be a giant pain to deal with, and I do not believe we can improve this outside of toady. My only suggestion would be to allow the option to turn digging/deconstruction ON in the launcher for each race as you've done for skills - let players choose their difficulty.
~ Bridges need to have something done to them to make them more in line. They are the most used method to 'lock out' siegers, and really are entirely unstoppable for anything from titan's, FB, and siegers. I am uncertain what we can do to make them balanced without totally negating their use... any thoughts?
~ I would argue a lot of the siege races are bland and similar in aspect, and we need a few new ones to really thrown a wrench into our system - especially ones that can strike at our soft underbellies (the inside fort) as with a bit of sensibility and construction - you can have your interior safe as could be without a worry, and NOTHING can stop you generally, without you making a terrible mistake. I have various ideas I know are possible within the games constraints for this topic - but will avoid bringing them up here.
~ DANGER ROOMS! These need to go. I know many are going to cry 'don't like it, then don't use it!' - that's not how designing a game works, you fix things that are clearly broken and danger Rooms are a 'bug' - not intentional. With the addition of libraries now, training soldiers safely is entirely viable where before it was basically send them in unskilled and pray they survive long enough to gain a few skills, or use the danger room - both extremes suck. Libraries are the new middle ground to that, and I feel libraries warrant the removal of danger rooms. Simply, it wouldn't be difficult to remove or rework the training weapons to remove the ability to do a safe danger room. Many are going to rage at me for this - but I use it myself. Now with libraries, I've found they are very solid alternatives with a bit more work involved and feel like a legal, fair way to train up your guys and danger rooms have no excuse to be allowed to continue existing.
ANYWHO! I'm done my maddening rambles for now. I'll refine this later assuming some form of civilized discussion occurs, and not the classical 'attack the author, I want my broken stuff, screw you!' mentality that often develops when someone suggests things like this!
Hopefully we can have a good, fun discussion to help Meph get the mod balanced better and in turn, be more fun for everyone.