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Author Topic: Extra stuff for weapons  (Read 3373 times)

groo

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Re: Extra stuff for weapons
« Reply #45 on: January 28, 2010, 07:58:41 am »

...

This simulation stuff isn't fun anymore, guys, I want my silly computer game back. :(

What makes you think it went anywhere? The internals being more complicated doesn't mean that gameplay will get any more boring or dry.

If our mythical, powerful uber-metal is suddenly producing weapons as effective as nerf bats because it "doesn't make sense scientifically" elsewise, that smells to me like too much of the magic is being sucked out of a fantasy game and replaced with physics.

Some physics in a game is fun. Physics exaggerated for comedic effect is in my opinion even more fun than real world physics (like, say, launching goblins across the map with a hammer because my hammerdwarf is just that insanely strong). Making everything work exactly as it does in real life for no reason other than a false assumption of the primacy of realism? That sucks.
« Last Edit: January 28, 2010, 08:00:54 am by groo »
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Arrkhal

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Re: Extra stuff for weapons
« Reply #46 on: January 28, 2010, 08:45:17 am »

Quote
Toady should consider adding a [BRITTLENESS] tag to all metals, and then in each weapon entry adding a [MINIMUM_BRITTLENESS] tag.

It's already got fracture strength, which is basically the exact same thing.

From The List:

Quote
Weapons and armor now use various "real world" attributes to calculate their effectiveness. Each material (rock, metal) uses the following:
Density
Impact/Shear Yield
Impact/Shear Fracture
Impact/Shear Elasticity
Edge

For inherently magic metals (more magical than weighing as much as the lightest balsa wood and being 3.76 times as strong as steel?), I guess it could have a [DENSITY] and [IMPACT_DENSITY].  That is, it weighs [DENSITY], but when it hits something, or gets hit, it behaves as though it had [IMPACT_DENSITY].
« Last Edit: January 28, 2010, 08:47:33 am by Arrkhal »
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G-Flex

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Re: Extra stuff for weapons
« Reply #47 on: January 28, 2010, 11:23:51 am »

...

This simulation stuff isn't fun anymore, guys, I want my silly computer game back. :(

What makes you think it went anywhere? The internals being more complicated doesn't mean that gameplay will get any more boring or dry.

If our mythical, powerful uber-metal is suddenly producing weapons as effective as nerf bats because it "doesn't make sense scientifically" elsewise, that smells to me like too much of the magic is being sucked out of a fantasy game and replaced with physics.

Except that won't be the case.

Whichever ways it's strong can be represented by its physical properties. If you want it to cut through steel like butter, make sure it isn't brittle and can easily hold an absurdly sharp edge, for instance. There's no reason why adamantine should become Nerf regardless of the reasoning behind its strength.             
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tsen

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Re: Extra stuff for weapons
« Reply #48 on: January 28, 2010, 01:47:00 pm »

Lead-cored steel heavy mace with adamantine spikes, anyone?
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Funk

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Re: Extra stuff for weapons
« Reply #49 on: January 28, 2010, 09:04:41 pm »

shoud adamantine form a Passivation layer like Aluminium and it oxide (or stanless steel) as a way to pass of its corrosion resistance,and mechanical properties.



« Last Edit: January 28, 2010, 09:35:35 pm by Funk »
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Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

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