With the new training, and training weapons, will it still be possible to cross train an (ie) axdwarf first in wrestling (or its new equiv), and other combat skills until they are "safe", then start them with proper weapons? (and still expect a low injury rate). Or will sparring with dummies, and boffers be the only viable approach (that doesnt lead to mass injury)
There isn't any dummy sparring -- the functional equivalent of that right now is the demonstration lessons. Since the Dodging skill is no longer a part of Wrestling, training them as wrestlers won't raise their dodging skill (or toughness attributes, etc.) any faster than armed sparring would. Anyway, today's dev log made it clear that "mass injury" should no longer be a grave concern, unless you pick a bad instructor, fail to make use of training weapons, etc.:
"Next I did the actual experiment, and they managed to fight non-stop for two game weeks with only a few minor bruises here and there. It records combat logs for sparring in a different color in the reports menu, so you can read what's going on if you like."I suppose there is plenty of other cases in DF when the personality plays a role. The problem here is that unless the player know about them, he's going to assume they aren't there, and that it was all just randomly generated. What the player can't see is as if it weren't, and it has no effect on his enjoyment of the game. The whole feature is basically pointless and wasted.
This kinda came up in
DF Talk 4:So right now we have this personality model, so when you're in world generation whenever someone rises to a level where they hold some kind of responsibility [...] it then generates more information about their personalities. [...] Now at first it's all just numbers, like how it adds up the numbers for the thoughts to produce a single happiness number for a dwarf right now, so if it's adding up all those numbers - which it currently does right now when they're deciding to go to war or not - all it needs to do to really lend conflict to the story I think is just tell you what's going on when that stuff happens. So if they're weighing the safety of their family versus whether or not to pull an army out of their home time to a more strategic location on the front or something like that, when they weigh that choice and it's just 'plus twenty here, minus thirty here; go do it'; what really happened there story wise needs to be shown somewhere. This should be an agonising decision sometimes and if it just tells you about that then it's going to make those characters jump off the page a lot more than they currently do I think.
So I think overall he's conscious of the need to actively present subtle mechanics like personality-based decision-making to the player. The real question of course is how. One obvious avenue is to make the dwarves talk/write about these happenings and let the player peek over their shoulder -- this is easier during worldgen, since you can just say oh, it's Legends, so a historian wrote it. Doing it during gameplay via announcements could, as I said in the DF Talk feedback thread, start to look like "Hey player, check out these awesome die rolls!"
With the new system, it is possible to create Martial Arts for weapons, but all attacks will be usable anytime. But you could, for example, allow a high-speed slashing attack with a spear's point that is only useable once you've got to at least Master level with the spear. Same goes for meta-magical weapons (like Artifacts, for example) that would likely act as semi-normal weapons with high stats unless you give them to a Legendary, in which case you'd get devastating elemental attacks. The different energy requirement (for the purposes of fatigue) could be deduced from just the weight and velocity, but for meta-magical weapons it'd make sense if the super-powerful insta-goblin-kebab-flaming-spear-attack used a little more energy than usual.
This strikes me as kind of... I don't know, JRPG-influenced. Is there any real-world precedent for certain combat maneuvers that can't even be attempted without a high level of skill? If not, it's an awfully prosaic (predictable, uninspired, derivative) implementation of magic.
I lol'd at the throwing the teeth around part. I bet whoever was left in the training room scrambled for cover since a thrown sword has the potential to be lethal, even if its a training sword.
Me too, that's some good old fashioned DF insanity right there.
Edit: Oh yea, on the not bieng allowed to spar thing, does it take into account equipped armor which would reduce injuries or does it go by skill? Or is it more complex than that?
The dev log has always mentioned skill and not armor, so I'm guessing it's just skill.
Well it seems like this topic is also being used for small suggestions. I have no problem with it but it only functions on the basis that it isn't overdone.
This is true. This thread is kinda taking over the role of the
Small Suggestions Thread. Remember, Toady reads the Suggestions forum too!