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Author Topic: Weapn trap mechanics: still permit multi-square dodge?  (Read 704 times)

vassock

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Weapn trap mechanics: still permit multi-square dodge?
« on: July 10, 2016, 09:29:42 pm »

If you put say 10 weapons in a weapon trap, can an enemy still possible move multiple squares, perhaps even through walls, if it dodges multiple traps on that spot?
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Dunamisdeos

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Re: Weapn trap mechanics: still permit multi-square dodge?
« Reply #1 on: July 12, 2016, 06:57:39 pm »

Dodging through walls is a thing that can happen with or without traps.

I believe a minimum of a 2-thick wall will prevent this.
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Pirate Santa

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Re: Weapn trap mechanics: still permit multi-square dodge?
« Reply #2 on: July 12, 2016, 08:11:33 pm »

But does the teleportation work consistently? This could be weaponized.

Dodge through a wall to end up back outside and forced to run the gauntlet again.
Through the wall into a deep, bone breaking pit with no chance of friendlies falling in.
Or just have a magma reservoir on the same level. Dodge through wall, instantly vaporized, and no cleanup required.
I wonder if you could perhaps use flowing magma cycling through the space to deposit magma safe items into a collection area?
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Dunamisdeos

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Re: Weapn trap mechanics: still permit multi-square dodge?
« Reply #3 on: July 12, 2016, 08:47:24 pm »

But does the teleportation work consistently? This could be weaponized.

Dodge through a wall to end up back outside and forced to run the gauntlet again.
Through the wall into a deep, bone breaking pit with no chance of friendlies falling in.
Or just have a magma reservoir on the same level. Dodge through wall, instantly vaporized, and no cleanup required.
I wonder if you could perhaps use flowing magma cycling through the space to deposit magma safe items into a collection area?

Not sure about flowing magma, but you could totally put something horrible on the other side of the wall for weaponization purposes.
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Killgoth

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Re: Weapn trap mechanics: still permit multi-square dodge?
« Reply #4 on: July 12, 2016, 11:06:19 pm »

The real question is whether or not they will dodge through a wall into a 7/7 liquid?
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vassock

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Re: Weapn trap mechanics: still permit multi-square dodge?
« Reply #5 on: July 13, 2016, 01:53:36 am »

Dodging through walls is a thing that can happen with or without traps.

I believe a minimum of a 2-thick wall will prevent this.
Is this still true even for roofed over trap corridors?
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Fleeting Frames

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Re: Weapn trap mechanics: still permit multi-square dodge?
« Reply #6 on: July 13, 2016, 02:31:00 am »

I believe so. Soldiers training in barracks plummeting to their deaths is a fun little thing.
But does the teleportation work consistently? This could be weaponized.

Dodge through a wall to end up back outside and forced to run the gauntlet again.
Through the wall into a deep, bone breaking pit with no chance of friendlies falling in.
Or just have a magma reservoir on the same level. Dodge through wall, instantly vaporized, and no cleanup required.
I wonder if you could perhaps use flowing magma cycling through the space to deposit magma safe items into a collection area?
The direction is random, so ymmv.

However, I note you can combine ALL your ideas into one trap if desired, though the latter 3 only get anti-flyer benefits from the wall.

I guess the nicest thing about this is that the trap can be built with just stone and wood while also working on trapavoid buildingdestroyers....As well as your tavern visitors, outpost liason and dwarves >_> (Could cut the anti-trapavoid part to avoid that problem).

And perhaps the most useful thing you can make them dodge into are sealed-off rooms, to be fired upon by your marksdwarves (Just design it so they can't dodge back out.)
« Last Edit: July 13, 2016, 02:32:39 am by Fleeting Frames »
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Pirate Santa

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Re: Weapn trap mechanics: still permit multi-square dodge?
« Reply #7 on: July 13, 2016, 04:35:21 am »

And perhaps the most useful thing you can make them dodge into are sealed-off rooms, to be fired upon by your marksdwarves (Just design it so they can't dodge back out.)
Hmmmm yes. Have them dodge through a wall, fall a level or two into a sealed pit with walls at least 2 thick, and voila, live target practice delivered to your door.

Also I do know that flowing water will move items (or creatures), the question becomes if magma can do the same if provided with motion.
I'm imagining a reactor type loop.

#0~~~~~~~~~~~~~#
#0############~#
#0~~~~~~~~~~~~~#
################

#=Wall
0=Pump
~=Magma

Creating a collection area that doesn't incinerate the haulers could also be an obstacle.
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Fleeting Frames

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Re: Weapn trap mechanics: still permit multi-square dodge?
« Reply #8 on: July 13, 2016, 01:31:06 pm »

Yeah, it can, or at least could in previous versions. Though, the usual liquid quantum stockpile designs I've seen suggested to use water. Not incinerating haulers....You'll have to turn it off, but otherwise it is as simple as having the collection area floor be downstairs so magma can't pool there, instead falling beneath.

Though, with the magma already nearby, could just plant a smelter right there, stockpile over the downstairs linked to give to the smelter and mass melt everything on it with "Melt Item" job put on repeat in smelter after sieges.