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Author Topic: Terrible Suggestions Thread  (Read 540322 times)

Nordlicht

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Re: Terrible Suggestions Thread
« Reply #915 on: September 29, 2019, 10:17:42 am »

Evil surrounding biomes will now will possess all your furniture and items that are left the ground in your fortress, poltergeist style.


It is really hard to make a terrible suggestion for that game.
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Blastbeard

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Re: Terrible Suggestions Thread
« Reply #916 on: September 29, 2019, 10:41:05 am »

Add the opposite of pants.

But we already have thongs.
stupid sexy olith

Card games on minecarts with procedurally generated rules that are always needlessly complex and easily exploitable.
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I don't know how it all works, I just throw molten science at the wall and see what ignites.

Naturegirl1999

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Re: Terrible Suggestions Thread
« Reply #917 on: September 29, 2019, 11:11:51 am »

Add the opposite of pants.

But we already have thongs.
stupid sexy olith

Card games on minecarts with procedurally generated rules that are always needlessly complex and easily exploitable.
Would the player have to play the card gsmes with the Minecraft and win to get the minecart to continue forward?
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Blastbeard

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Re: Terrible Suggestions Thread
« Reply #918 on: September 29, 2019, 11:48:55 am »

Would the player have to play the card gsmes with the Minecraft and win to get the minecart to continue forward?
No, but eventually the game's ban list becomes more complicated than the rules. At that point you stop using it to settle disputes and go back to shanking people. Or switch to Magic, whatever works.

Wait, what thread am I posting in again?
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I don't know how it all works, I just throw molten science at the wall and see what ignites.

nezclaw

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Re: Terrible Suggestions Thread
« Reply #919 on: September 30, 2019, 02:34:54 am »

Add the opposite of pants.

But we already have thongs.
stupid sexy olith.

what about sleepwear? Oh! Specific articles of clothing for different jobs. aprons, gloves, boots, slickers for the rain, hard hats, all of which have to be crafted individually and are specific to each job type.
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Dawnthunder: It menaces with spikes of tetanus
After the fire had burned down all of the wooden next boxes on the surface, Mottled Petrel was reluctant to replace them with more wooden nest boxes. Instead, he placed the remaining store of wooden nest boxes in the dormitory for any aspiring koopa mothers.

The nest boxes were immediately overrun by helmet snakes.

Player111444

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Re: Terrible Suggestions Thread
« Reply #920 on: September 30, 2019, 06:26:57 am »

Add the opposite of pants.

But we already have thongs.
stupid sexy olith.

what about sleepwear? Oh! Specific articles of clothing for different jobs. aprons, gloves, boots, slickers for the rain, hard hats, all of which have to be crafted individually and are specific to each job type.

Pajamas along with sleeping hats and Different types of footwear like slippers? Perhaps?
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It's been a long time old friend.

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Superdorf

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Re: Terrible Suggestions Thread
« Reply #921 on: September 30, 2019, 09:09:59 am »

Dwarves now require separate, specialized nightwear, pillows. These articles of clothiery are made at a unique sleepware workshop, using the "sleepsmithing" skill-- "clothesmaking" won't work. Nobles All dwarves will get unhappy thoughts from sleeping without proper sleepware, and will be "mortified" if their nightware does not match their gender; male dwarves must have pajamas, and female dwarves must have nightdresses.

A bed can be "bare", "tidy", or "unmade". After a dwarf sleeps in a bed, that bed becomes "unmade", and must be re-made with the "Make Bed" job-- a labor that will only be performed by those dwarves that have the "Bedmaking" labor enabled. The "Bedmaking" labor is not enabled by default. Nobles All dwarves will receive an unhappy thought from sleeping in an unmade bed.
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nezclaw

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Re: Terrible Suggestions Thread
« Reply #922 on: September 30, 2019, 09:25:13 pm »

Nobles All dwarves will get unhappy thoughts from sleeping without proper sleepware, and will be "mortified" if their nightware does not match their gender; male dwarves must have pajamas, and female dwarves must have nightdresses.

i'd say that it wouldn't matter since they don't bother with gender based clothing, but then again this is the terrible suggestions thread.
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Dawnthunder: It menaces with spikes of tetanus
After the fire had burned down all of the wooden next boxes on the surface, Mottled Petrel was reluctant to replace them with more wooden nest boxes. Instead, he placed the remaining store of wooden nest boxes in the dormitory for any aspiring koopa mothers.

The nest boxes were immediately overrun by helmet snakes.

Naturegirl1999

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Re: Terrible Suggestions Thread
« Reply #923 on: September 30, 2019, 09:43:54 pm »

Dwarves have a chance of being born thinking they are birds. They will spend their childhood Trying to Fly which consists of them trying to climb trees and jumping off, spreading their arms and trying to flap them. They will of course fall. After falling they will Chirp for Mama which results in them making bird noises to attract birds. Sometimes large birds will indeed take them to their nests and attempt to raise them, maybe like a hatchling, or as livestock. Depends on the type of bird that grabs them. If these dwarves manage to make it to adulthood, they will try to bring other dwarves children, or human children, to the nest they grew up. Over time creating a sub population of sapients who behave like birds.
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anewaname

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Re: Terrible Suggestions Thread
« Reply #924 on: October 01, 2019, 12:12:31 am »

Treants... These enjoy visiting wild and tree-filled biomes, but can also arrive as enforcers for the elven peoples.

On the map they behave much like necromancers
- They are stealthy, disappearing from the Unit list until spotted. (They always hide near a group of trees).
- Their presence on the map will cause all surface plant-life to move in an unnatural way. This will mildly upset all dwarfs near surface plant-life and will always interrupt woodcutting jobs.
- When approached by military dwarfs, treants will run for the map edge... moving slowly but occasionally trampling or smacking a dwarf (with massive pulping power). When a treant is running, all of the surface plant-life will become aggressive and agitated, increasing the amount of upset and fear to all dwarfs near surface plant-life.
- If they arrived because of the elves, they will leave when the elves are not longer upset with the dwarfs.
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Quote from: dragdeler
There is something to be said about, if the stakes are as high, maybe reconsider your certitudes. One has to be aggressively allistic to feel entitled to be able to trust. But it won't happen to me, my bit doesn't count etc etc... Just saying, after my recent experiences I couldn't trust the public if I wanted to. People got their risk assessment neurons rotten and replaced with game theory. Folks walk around like fat turkeys taunting the world to slaughter them.

nezclaw

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Re: Terrible Suggestions Thread
« Reply #925 on: October 01, 2019, 02:53:23 am »

- If they arrived because of the elves, they will leave when the elves are not longer upset with the dwarfs.
aka dead
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Dawnthunder: It menaces with spikes of tetanus
After the fire had burned down all of the wooden next boxes on the surface, Mottled Petrel was reluctant to replace them with more wooden nest boxes. Instead, he placed the remaining store of wooden nest boxes in the dormitory for any aspiring koopa mothers.

The nest boxes were immediately overrun by helmet snakes.
Re: Terrible Suggestions Thread
« Reply #926 on: October 04, 2019, 11:23:10 am »

Simplify the game as much as possible.

1: Eliminate world-gen and embark selection, having a single, pre-generated 100 tiles by 100 tiles 1 z-level square where all embarks automatically start.
2: Eliminate emotions in dwarves. They are no longer made happy, focused, unhappy, or unfocused by anything.
3: Eliminate physical traits in dwarves. They all look exactly the same, described only as "A short creature fond of drink and industry". Also, eliminate names, dwarves cannot be distinguished from each other by the player.
4: Eliminate skills and labor selection. All dwarves will do all tasks, at exactly the same skill level.
5: Eliminate creatures other than dwarves entirely, both civ-forming creatures and animals.
6: Eliminate plants other than plump helmets, now renamed to "mushroom"
7: Eliminate almost all items, leaving only the following items existing in the game: a generic "ore", a generic "metal bar", beds (crafted from this generic metal), generic "Armor" (again, crafted from "metal"), generic "Weapon" (ditto), "Mushroom", and "Mushroom Wine".
8: As a result of this generalization: mining rock no longer drops stones. Instead, it has a 1 in 20 chance of producing a "ore".
9: All crafting tasks (Ore to metal, metal to beds, armor, and weapon, and mushroom to mushroom wine), are performed at the same generic "workshop", that requires nothing to build.
10: Rework farming. A dwarf that randomly decides to do farming will go to the nearest dug out tile, and declare it a "farm". "farms" can be placed on raw stone, and allow any dwarf to work there for a short period of time to produce a "Mushroom" instantly.
11: Rework combat: When two dwarves fight, the winner is determined by a random roll: 50/50 if they have the same gear, 60/40 if one dwarf has a piece of gear (Weapon or Armor) that the other doesn't, and 80/20 if one side has both types of gear and the other has neither. The losing dwarf is now "unconscious", and will be automatically brought to a bed and given 1 mushroom and 1 mushroom wine, which will instantly revive them.
12: Rework raids/immigrant waves. Rather than immigrant waves, some number of dwarves will attack your fort. If all of your dwarves are knocked unconscious, you lose. If all of the enemy dwarves are knocked unconscious, they will be tended to by your dwarves automatically, and when revived will join your fort.
13: Rework starving/dehydration. If a dwarf doesn't eat or drink for long enough, they are knocked unconscious, and will be revived. Unconscious dwarves will never die, for any reason.

What do you think? Terrible enough?
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PlumpHelmetMan

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Re: Terrible Suggestions Thread
« Reply #927 on: October 04, 2019, 11:46:37 am »

Pretty terrible, though it would be moreso with every non-dwarven civilization being merged into a single generic "enemy civ" with completely nondescript creatures.
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It's actually pretty terrifying to think about having all of your fat melt off into grease because you started sweating too much.

Strik3r

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Re: Terrible Suggestions Thread
« Reply #928 on: October 04, 2019, 11:47:22 am »

Simplify the game as much as possible.

1: Eliminate world-gen and embark selection, having a single, pre-generated 100 tiles by 100 tiles 1 z-level square where all embarks automatically start.
2: Eliminate emotions in dwarves. They are no longer made happy, focused, unhappy, or unfocused by anything.
3: Eliminate physical traits in dwarves. They all look exactly the same, described only as "A short creature fond of drink and industry". Also, eliminate names, dwarves cannot be distinguished from each other by the player.
4: Eliminate skills and labor selection. All dwarves will do all tasks, at exactly the same skill level.
5: Eliminate creatures other than dwarves entirely, both civ-forming creatures and animals.
6: Eliminate plants other than plump helmets, now renamed to "mushroom"
7: Eliminate almost all items, leaving only the following items existing in the game: a generic "ore", a generic "metal bar", beds (crafted from this generic metal), generic "Armor" (again, crafted from "metal"), generic "Weapon" (ditto), "Mushroom", and "Mushroom Wine".
8: As a result of this generalization: mining rock no longer drops stones. Instead, it has a 1 in 20 chance of producing a "ore".
9: All crafting tasks (Ore to metal, metal to beds, armor, and weapon, and mushroom to mushroom wine), are performed at the same generic "workshop", that requires nothing to build.
10: Rework farming. A dwarf that randomly decides to do farming will go to the nearest dug out tile, and declare it a "farm". "farms" can be placed on raw stone, and allow any dwarf to work there for a short period of time to produce a "Mushroom" instantly.
11: Rework combat: When two dwarves fight, the winner is determined by a random roll: 50/50 if they have the same gear, 60/40 if one dwarf has a piece of gear (Weapon or Armor) that the other doesn't, and 80/20 if one side has both types of gear and the other has neither. The losing dwarf is now "unconscious", and will be automatically brought to a bed and given 1 mushroom and 1 mushroom wine, which will instantly revive them.
12: Rework raids/immigrant waves. Rather than immigrant waves, some number of dwarves will attack your fort. If all of your dwarves are knocked unconscious, you lose. If all of the enemy dwarves are knocked unconscious, they will be tended to by your dwarves automatically, and when revived will join your fort.
13: Rework starving/dehydration. If a dwarf doesn't eat or drink for long enough, they are knocked unconscious, and will be revived. Unconscious dwarves will never die, for any reason.

What do you think? Terrible enough?
Just throw in some ultra-low poly 3D or pixelshit graphics and you've pretty much got a bog standard modern indie city builder game.
So yea, its pretty terrible.

Also, welcome to the forums :D
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PlumpHelmetMan

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Re: Terrible Suggestions Thread
« Reply #929 on: October 04, 2019, 11:53:11 am »

To add to it, DF is now a "free-to-play" mobile game. So not only is the game absurdly and disappointingly simplified, you also need to pay $100 to bay12 for each task you perform (including just starting up the game). The only thing free about it is the download.
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It's actually pretty terrifying to think about having all of your fat melt off into grease because you started sweating too much.
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