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Author Topic: Additional Mechanics/Traps Wishlist  (Read 126016 times)

Sunken

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Re: Additional Mechanics/Traps Wishlist
« Reply #375 on: August 11, 2010, 01:16:41 pm »

whilst seeing a trap attack would probably reveal its presence, if the effect was permanent it would just mean that people would have to disassemble and rebuild their traps after every siege, may reset all traps' ambush status whenever an assault ends. Being able to deliberately jam traps may also be valid.
I suggested a page or so back that each trap may have a separate reveal flag for each faction present. A single besieging force wouldn't fall in the same trap twice but subsequent groups would have a different flag.
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jwest23

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Re: Additional Mechanics/Traps Wishlist
« Reply #376 on: August 13, 2010, 05:20:40 pm »

I'd like to see some form of caltrops added.  Sorry if they've been mentioned before, but searching for the word caltrop hasn't turned up a suggestion for them in the forums or in the ESV list.

They might work best as speed modifiers.  Enemy and perhaps friendly units could choose to pass through them slowly and remain largely uninjured.  Non-flying units passing through them carelessly would be wounded appropriately.

I would like to see the caltrops impede both hostile and friendly troops, personally.  It would also be nice if they could be deployed on-the-fly as well as in advance.  One might, for example, deploy the caltrops by activating a trigger connected to hatches in the floor above the tunnel.  The caltrops would fall into the tunnel, scatter, become deployed, and then after their purpose is served collected and returned to where they're out of the way for normal traffic.  The invading force could also take the time to clear the area of the caltrops. 

This would almost certainly require a whole host of new game mechanics, but it seems to me a suitably fun addition.
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RAM

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Re: Additional Mechanics/Traps Wishlist
« Reply #377 on: August 13, 2010, 07:18:25 pm »

Seconded.
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iron_general

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Re: Additional Mechanics/Traps Wishlist
« Reply #378 on: August 14, 2010, 11:29:08 am »

I'd like to see some form of caltrops added.  Sorry if they've been mentioned before, but searching for the word caltrop hasn't turned up a suggestion for them in the forums or in the ESV list.

They might work best as speed modifiers.  Enemy and perhaps friendly units could choose to pass through them slowly and remain largely uninjured.  Non-flying units passing through them carelessly would be wounded appropriately.

I would like to see the caltrops impede both hostile and friendly troops, personally.  It would also be nice if they could be deployed on-the-fly as well as in advance.  One might, for example, deploy the caltrops by activating a trigger connected to hatches in the floor above the tunnel.  The caltrops would fall into the tunnel, scatter, become deployed, and then after their purpose is served collected and returned to where they're out of the way for normal traffic.  The invading force could also take the time to clear the area of the caltrops. 

This would almost certainly require a whole host of new game mechanics, but it seems to me a suitably fun addition.

I wouldn't mind seeing a trip wire functioning in rather the same manner, slowing down a cautious enemy and triping a hasty one (stunning it, or making it fall into a well placed pit).

(I know trip wires have been mentioned before so sorry if someone mentioned this already but searching for " trip wire " returned nothing).
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bungler

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Re: Additional Mechanics/Traps Wishlist
« Reply #379 on: August 14, 2010, 12:16:44 pm »

OK, I don't know if the list on this thread is still maintained, nor do I have hours to search these forums to see if my suggestion has been mentioned, however, please add this to the list of suggestions (which will most likely be ignored).

Under 'Class B:  Power Providers'
    A simple hand crank to provide power.

The process is simple: provide a human powered hand crank (maybe 20 power), that can be used by any dwarf, and can be daisy-chained to provide more power. Put a workshop profile on it (like levers). Just like manually powered pumps, dwarfs will crank it until exhausted.
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Mel_Vixen

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Re: Additional Mechanics/Traps Wishlist
« Reply #380 on: August 14, 2010, 01:45:14 pm »

The crossbows we have now operate as if they were self-cocking gattling crossbows fed by a chain feed to the quiver.  Basically, the BS crossbow you see if you watch the awful Van Hellsing movie.


Iirc this monster of a crossbow weighted ~30 pounds and had a tendecy to jam while it was filmed.

edit: Since i could not find in the op of this thread:

I would like to see a mechanic that shuts off as soon as a certain amount of power is reached as well as over-pressure ventiles. Oh and things that limit the directions a flow can take like pawls (, freewheels, overrunning clutches, Centrifugal clutch etc).
« Last Edit: August 14, 2010, 02:55:04 pm by Heph »
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Granite26

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Re: Additional Mechanics/Traps Wishlist
« Reply #381 on: August 20, 2010, 05:58:15 pm »

OK, I don't know if the list on this thread is still maintained

poorly...

Since the only thing I'm doing is aggragating up top for reference, I'm not too worried about it, though.

Added temperature sensor to the list, although I don't see any way to work it that feels period.  Certainly 'freezing' and 'on fire' could have excellent fire once conditions.  (Tube of water/waterwheel and rope counterweight) and hit interesting conditions.

Shade-o

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Re: Additional Mechanics/Traps Wishlist
« Reply #382 on: August 20, 2010, 06:49:10 pm »

I wish to support ballistic traps. Setting catapults in the floor would be a wonderful thing. I also want spikes to be mounted on walls, to receive said catapult ammunition.
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Dbuhos

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Re: Additional Mechanics/Traps Wishlist
« Reply #383 on: August 21, 2010, 02:03:26 am »

I'd like wall traps, those kind of traps that shoot tiny bolts (poison anyone?) when something walks on a pressure pad.
Would be pretty cool.
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NW_Kohaku

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Re: Additional Mechanics/Traps Wishlist
« Reply #384 on: August 21, 2010, 09:21:48 am »

I'd like wall traps, those kind of traps that shoot tiny bolts (poison anyone?) when something walks on a pressure pad.
Would be pretty cool.

This might very well be what weapon traps with crossbows or bows already are.  It's just that they hover invisibly in midair right now, rather than involving actually putting the traps in the wall.  When Toady revises traps, this is probably what we are getting.
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Dbuhos

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Re: Additional Mechanics/Traps Wishlist
« Reply #385 on: August 21, 2010, 10:45:31 am »

And I didn't know...you learn something new everyday..
DWARF PYRAMID TIME.
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Chthonic

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Re: Additional Mechanics/Traps Wishlist
« Reply #386 on: August 21, 2010, 11:12:19 am »

I'd like to see some form of caltrops added.

. . . 

This would almost certainly require a whole host of new game mechanics, but it seems to me a suitably fun addition.

I don't think it would require too many new mechanics--deployed caltrops would act like a trap that specifically injures the target's feet.  I think that with the new body stuff, injured feet will probably naturally slow invaders down.  Good excuse to wear steel shoes.
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Starver

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Re: Additional Mechanics/Traps Wishlist
« Reply #387 on: September 13, 2010, 05:52:53 am »

New mechanics wishlist item I just thought of that I've not seen(/noticed) mentioned before...  You know how constructions can sit top edge to opposite bottom edge:

Code: [Select]
    # (side view, '#'s being built walls, the upper one
####   built from/supported by the top of this layer)
..?

If sideways rams are implemented (e.g. in horizontally moving walls) how about something you can attach to such blocks (or use to attach to such blocks) so that you can release them (irreversibly) or lower them (otherwise) into the gap below in a vertical direction.

Multiple uses come to mind, including 'proper' floodgates.  Not that I don't like the current floodgates, but these could be lowered/forced from the level above, if there's room.

On the other hand, this suggestion could be viewed as an attempt to circumnavigate some of the (fun!) logistic restrictions of the current setup.  So, I might accept and amendment of this idea to being able to haul a wall segment vertically [/i]up[/i].  (Again, need space to move into...  Either that or a (limited amount of?) structure on top that isn't connected to anything else, for a massive masterpiece of displacement...  Hmmm...  That would have potential, too...  Caverns full of oscillating megaconstructions, even a way of implementing non-axle mechanical logic by certain bits of a structure actually have room to move up/down into a space sometimes occupied/blocked by another bit of movable structure.)
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thijser

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Re: Additional Mechanics/Traps Wishlist
« Reply #388 on: September 14, 2010, 12:54:18 am »

Maybe this topic would make sense to put up somewhere in this tread: http://www.bay12forums.com/smf/index.php?topic=63751.msg1480371#msg1480371
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Bohandas

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Re: Additional Mechanics/Traps Wishlist
« Reply #389 on: September 20, 2010, 02:44:32 pm »

I disagree with the suggestions in this thread to remove the perpetual motion exploits; By this point they've become part of the flavor of the game
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