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Author Topic: Future of the Fortress: List of Remaining Items  (Read 3657651 times)

Christes

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Re: Future of the Fortress: List of Remaining Items
« Reply #5805 on: October 19, 2009, 08:35:03 pm »

How about adamantine with a core of steel?  That would be baddass.
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Neruz

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Re: Future of the Fortress: List of Remaining Items
« Reply #5806 on: October 19, 2009, 08:55:27 pm »

You do realize that because adamantine is so light, it'll just go sproing every time somebody hits you?

An then they'll go splat when i hit them with the last guy that tried that.  ;D

Only if you've got sharp edges. If your fists are blunt they'll do almost no damage at all.

KaelGotDwarves

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Re: Future of the Fortress: List of Remaining Items
« Reply #5807 on: October 19, 2009, 09:11:41 pm »

You do realize that because adamantine is so light, it'll just go sproing every time somebody hits you?

An then they'll go splat when i hit them with the last guy that tried that.  ;D

Only if you've got sharp edges. If your fists are blunt they'll do almost no damage at all.
Adamantine is still very hard. Being hit by a very hard thing still hurts with enough applied force even if it doesn't have much mass.

zchris13

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Re: Future of the Fortress: List of Remaining Items
« Reply #5808 on: October 19, 2009, 09:14:05 pm »

It's the equivalent of hurting somebody by pushing them.
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Neruz

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Re: Future of the Fortress: List of Remaining Items
« Reply #5809 on: October 19, 2009, 09:18:25 pm »

You do realize that because adamantine is so light, it'll just go sproing every time somebody hits you?

An then they'll go splat when i hit them with the last guy that tried that.  ;D

Only if you've got sharp edges. If your fists are blunt they'll do almost no damage at all.
Adamantine is still very hard. Being hit by a very hard thing still hurts with enough applied force even if it doesn't have much mass.
Not really. If you've heard of something called Aerogel it's a clever polymer thingy that is obscenely light and very hard (with an insane compressive strength). When i found out about it i went and bought a small block to play with, after awhile i decided to see if i could throw it any distance, i chucked it at my little brother and his reaction was a mild 'ow'.


The amount of pain caused from an impact is determined by the amount of intertia contained in the impacting object that is then transferred to the person being impacted. If the impacting object has a very low mass, then it has very little inertia to transfer.

zchris13

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Re: Future of the Fortress: List of Remaining Items
« Reply #5810 on: October 19, 2009, 09:22:24 pm »

Not inertia. Mass. F=ma, dummy.  It accelerates from whatever speed it was moving at to about zero, in the distance of however far it can push your skin, then bounces back.
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Neoskel

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Re: Future of the Fortress: List of Remaining Items
« Reply #5811 on: October 19, 2009, 09:25:38 pm »

You do realize that because adamantine is so light, it'll just go sproing every time somebody hits you?

An then they'll go splat when i hit them with the last guy that tried that.  ;D

Only if you've got sharp edges. If your fists are blunt they'll do almost no damage at all.

That's why i said i'd hit them with the corpse of an earlier assailant.


Anyways, more on-topic. A question for Toady:
Will it be possible (not necessarily in the upcoming version) to have a site directly affiliated with a particular guild/religion/other political entity? Like a training center for the mining guild or a commune of pilgrims or something like that.
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Neruz

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Re: Future of the Fortress: List of Remaining Items
« Reply #5812 on: October 19, 2009, 09:33:52 pm »

Not inertia. Mass. F=ma, dummy.  It accelerates from whatever speed it was moving at to about zero, in the distance of however far it can push your skin, then bounces back.

While i did use the wrong word, Inertia is a direct function of Mass, so my point stands.

And it decelerates. :P

zchris13

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Re: Future of the Fortress: List of Remaining Items
« Reply #5813 on: October 19, 2009, 10:04:44 pm »

That's what I said. Accelerate. It doesn't matter which direction the god damn things accelerating, it's still a goddamn adamantine man.
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Footkerchief

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Re: Future of the Fortress: List of Remaining Items
« Reply #5814 on: October 19, 2009, 10:14:31 pm »

Only if you've got sharp edges. If your fists are blunt they'll do almost no damage at all.

Humanoids (or at least humans) also have scratching attacks by default now, though.  So I guess you'd be Wolverine, or more properly his brother guy with the claws.
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zchris13

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Re: Future of the Fortress: List of Remaining Items
« Reply #5815 on: October 19, 2009, 10:20:00 pm »

You mean Sabertooth. Type dude. Maybe.
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Neruz

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Re: Future of the Fortress: List of Remaining Items
« Reply #5816 on: October 19, 2009, 10:26:53 pm »

That's what I said. Accelerate. It doesn't matter which direction the god damn things accelerating, it's still a goddamn adamantine man.

With almost no mass.

Photons move at the speed of light, i don't notice people flying backwards when i shine a torch on them.

Demonic Gophers

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Re: Future of the Fortress: List of Remaining Items
« Reply #5817 on: October 19, 2009, 10:41:30 pm »

You do realize that because adamantine is so light, it'll just go sproing every time somebody hits you?

An then they'll go splat when i hit them with the last guy that tried that.  ;D

Only if you've got sharp edges. If your fists are blunt they'll do almost no damage at all.

Strangling should still work fine, though.
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zchris13

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Re: Future of the Fortress: List of Remaining Items
« Reply #5818 on: October 19, 2009, 10:44:39 pm »

That's what I said. Accelerate. It doesn't matter which direction the god damn things accelerating, it's still a goddamn adamantine man.

With almost no mass.

Photons move at the speed of light, i don't notice people flying backwards when i shine a torch on them.
Sure they do. They just don't fly very FAR. Or at all. Whatever.
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Sean Mirrsen

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Re: Future of the Fortress: List of Remaining Items
« Reply #5819 on: October 19, 2009, 11:59:27 pm »

Whee, another pointless physics discussion!

With low mass, you need to be very fast to deal adequate damage by blunt attacks. As in, if your entire body weighs 10 kilograms, then nothing short of a full body tackle will equal the power of a good punch of a normal human. If you have long spikes or blades though, you can just deal out sharp death to everyone in the vicinity. That still won't prevent you getting knocked off your feet by a child kicking you.

The adamantine golems I've created in my mod suffer from this. Even with increased speed and an assortment of bladed utensils, they're too freaking light to efficiently fight. Every charge and every second heavy blow sends them flying.
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