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Author Topic: Mass Action Trap Setup  (Read 3262 times)

Hectonkhyres

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Re: Mass Action Trap Setup
« Reply #15 on: March 08, 2009, 05:53:59 pm »

Yeah, although if you made your bridge out of soap, I think your bridge should have a bronze colossus-shaped hole in it.
If you drop a bridge made out of soap on a water elemental, will you get a foamy lather?
Soapsuds golems straight from the 'Scrubbing Bubbles' commercials.
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Urist McDetective

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Re: Mass Action Trap Setup
« Reply #16 on: March 08, 2009, 08:54:20 pm »

Quote
If traps were made reasonably powerful, I'd support this.
I support these ideas, trap power notwithstanding. This is not DF version One point Zero.
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 - not only do they have the weapons, they also have the Fortresses -
I have noticed a rather mixed reaction with microcline, but what do people think of olivine?
Oh I love olivine.  I think dark green furniture makes the fortress tasteful.
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Petra

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Re: Mass Action Trap Setup
« Reply #17 on: March 12, 2009, 10:58:51 pm »


zchris13 lowers soapsud bridge onto goblin squad.
goblin squad dives for river.
goblin squad drowns in soapy water.
Ugnouman Teklero cancels fish: all fish in river dead
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SirHoneyBadger

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Re: Mass Action Trap Setup
« Reply #18 on: March 12, 2009, 11:44:04 pm »

I also support more complex, Rube Goldberg/Heath Robinson style traps, where you have to build each one uniquely and to fit the space, with a selection of parts and components you forge/carpenter/weave/etc. yourself, from the ground up.

I think that would be really a lot of fun, especially if the more complex ones wouldn't necessarily work unless you built them in a functioning manner.

With a lot of variety among components, it could become a very interesting secondary game-within-the-Game (and no doubt an active Forum topic).
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praguepride

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Re: Mass Action Trap Setup
« Reply #19 on: March 13, 2009, 05:16:46 am »

The question is...how many of you actually set up huge fields of traps?
How many of you will set up huge fields of traps if they're rendered ineffective in future updates?

I'll be honest, I only setup a couple traps at a time. Figuring out which lever they're attached to is a pain, but I have no more probablm with placing traps than I do with placing workshops.
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Man, dwarves are such a**holes!

Even automatic genocide would be a better approach

SirHoneyBadger

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Re: Mass Action Trap Setup
« Reply #20 on: March 13, 2009, 05:37:15 am »

I want traps like art, you know? I want a trap that tells a story, that I can see going off in my mind's eye, and really feel a sense of malice and dark joy about. Pride in a trap. That's the end that I want greater means to provide.
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praguepride

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Re: Mass Action Trap Setup
« Reply #21 on: March 13, 2009, 08:40:49 am »

Pride in a trap.

No I'm not! I escaped :D
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Man, dwarves are such a**holes!

Even automatic genocide would be a better approach

Warlord255

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Re: Mass Action Trap Setup
« Reply #22 on: March 13, 2009, 08:55:24 am »

I also support more complex, Rube Goldberg/Heath Robinson style traps, where you have to build each one uniquely and to fit the space, with a selection of parts and components you forge/carpenter/weave/etc. yourself, from the ground up.

I think that would be really a lot of fun, especially if the more complex ones wouldn't necessarily work unless you built them in a functioning manner.

With a lot of variety among components, it could become a very interesting secondary game-within-the-Game (and no doubt an active Forum topic).

Making traps more expensive/labor-intensive to maintain (Maybe even having to be connected to power to function) would make traps balanced.
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praguepride

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Re: Mass Action Trap Setup
« Reply #23 on: March 13, 2009, 09:33:49 am »

Or better yet, make dwarves have a small possability of setting off the trap based on their wrestler/mechanic skill.

This would mean that maybe you trap only certain parts, but you definitly wouldn't just trap the whole base because your dwarves might miss a step and get smushed.

Another way to think about it is that (for safety/annoyance reasons) friendlies view traps like walls, but enemies don't. Therefore dwarves won't cross a field of stone traps (they know better) unless they get depressed and want to die. Animals wouldn't be able to trap find so if you just set up tons of traps willy nilly, good bye to all your pets (and your dwarfy moods as a result)
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Man, dwarves are such a**holes!

Even automatic genocide would be a better approach

Shurikane

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Re: Mass Action Trap Setup
« Reply #24 on: March 13, 2009, 12:02:25 pm »

The question is...how many of you actually set up huge fields of traps?
How many of you will set up huge fields of traps if they're rendered ineffective in future updates?

I'll be honest, I only setup a couple traps at a time. Figuring out which lever they're attached to is a pain, but I have no more probablm with placing traps than I do with placing workshops.

It's not really about there being huge fields of traps but about being given the possibility to do it quickly and easily if we want to.  I don't care how well the traps themselves work - dammit, if I want to mine the entire local area with spear traps, then by God, I should be able to mine the entire local area with spear traps!  Whether I'm exploiting or not is not even part of the question; whatever I do, I do it for the lulz!
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SirHoneyBadger

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Re: Mass Action Trap Setup
« Reply #25 on: March 13, 2009, 03:21:13 pm »

Being able to mass-produce anything nearly as complex as the types of traps we have in DF, flies in the face of the idea that this is pre-1400AD technology.

I'm not sure about a power-source, but unless a trap is hooked up to one, I think it should only have a limited number of uses, (like 3 plus the quality level of the mechanism) before it automatically jams.
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irmo

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Re: Mass Action Trap Setup
« Reply #26 on: March 13, 2009, 07:55:09 pm »

It's not really about there being huge fields of traps but about being given the possibility to do it quickly and easily if we want to.  I don't care how well the traps themselves work - dammit, if I want to mine the entire local area with spear traps, then by God, I should be able to mine the entire local area with spear traps!  Whether I'm exploiting or not is not even part of the question;

For you, it's not. Some of us would actually like this game to be a challenge, someday.
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Gauphastus

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Re: Mass Action Trap Setup
« Reply #27 on: March 13, 2009, 09:18:50 pm »

Req301, TRAP AVOIDANCE, (Future): Invaders shouldn't fall for traps if they've seen them used.
It's in the army arc in fact.

Totally agree about mass designation for just about everything.
Though I've always wondered why you'd bother building paved roads, something only an architecht can design one stone at a time, rather than just designating a bunch of floor, something a whole bunch of masons can do at the same time.
Though I'm sure that issue will get all fixed eventually too.

Yeah.
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Hectonkhyres

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Re: Mass Action Trap Setup
« Reply #28 on: March 14, 2009, 01:07:53 am »

For you, it's not. Some of us would actually like this game to be a challenge, someday.
Indeed. I think most of us want DF to be able to challenge us at least occasionally. The issue is that this would be a prime example of fake difficulty...something some of us do not want. Corrupting the interface to the player's disadvantage is never the answer.
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Shurikane

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Re: Mass Action Trap Setup
« Reply #29 on: March 14, 2009, 09:21:39 am »

I see DF as a way to be completely insane, and the UI should not get in the way of my goal.

I know that some people find this or that sort of thing to be overpowered and a guaranteed win-game mechanic.  Nothing stops them from ceasing to acknowledge the existence of those mechanics.  A whole bunch of people play without cage traps or limit the number of their crossbow dwarves to some proportion they've decided upon.  Really, I want to make my own difficulty.  It shouldn't be the game's job to do that.  Ultimately, I should be able to dictate the majority of my game's parameters, tweak wildlife/goblin frequency, caravan size and so on and so forth.  If I want to just lay back and build something neat, I reduce hostiles to minimum and begin my project.  If I want to see war, I kick the goblin abilities to the maximum and see how long I can survive.  At least - I wish I could do that right now.  Right now, I'm in a building mood, so I dig and design a bunch of things and really couldn't care less about fighting invasions.

The thing is that DF isn't played online.  If you're cheating, you're only cheating yourself.  The end result is meaningless.  There's no leaderboard, there's nobody to grief online; hell, even if you do try to screw up a succession game, the succession master will just tell the next player to pick up the previous game and bam, all the trolling efforts are reduced to naught but a little loss of time.

Nothing stops anyone from making the game challenging to whichever degree they desire.  That's what the Challenges page on the wiki is for.
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