Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: saboteurs  (Read 938 times)

Ze Spy

  • Bay Watcher
  • I was your beginning - so shall I be...your end.
    • View Profile
saboteurs
« on: January 29, 2010, 04:56:47 am »

the 10/10 weapon traps are too uber-overpowered , so why not introduce the troublematic trap disablers? they disable your traps , meaning ambushes and armies can just pass through , seriously , with a 20x3 field full of 10/10 weapon traps , the armies can't even pass , making saboteurs more intresting and "Fun" , they , of course , could have a chance of activating the trap they are disabling
Logged

nenjin

  • Bay Watcher
  • Inscrubtable Exhortations of the Soul
    • View Profile
Re: saboteurs
« Reply #1 on: January 29, 2010, 05:11:31 am »

Big siege update is coming, we should probably see what comes out of that. We might have goblins using siege ladders for all we know, which makes trap fields pretty ineffective all the sudden.
Logged
Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

zwei

  • Bay Watcher
  • [ECHO][MENDING]
    • View Profile
    • Fate of Heroes
Re: saboteurs
« Reply #2 on: January 29, 2010, 07:41:45 am »

the 10/10 weapon traps are too uber-overpowered , so why not introduce the troublematic trap disablers? they disable your traps , meaning ambushes and armies can just pass through , seriously , with a 20x3 field full of 10/10 weapon traps , the armies can't even pass , making saboteurs more intresting and "Fun" , they , of course , could have a chance of activating the trap they are disabling

Even better, they could change traps so that they small have chance to trigger on your dwarves.

Cue in entrance-hall massacre.

Ze Spy

  • Bay Watcher
  • I was your beginning - so shall I be...your end.
    • View Profile
Re: saboteurs
« Reply #3 on: January 29, 2010, 08:59:14 am »

200 dwarfs : SOCKS OUTSIDE!
manager : no dwarfs allowed outside!
saboteur : haha , they are gotta entrance dance , time to make them go against them!
*saboteur reprograms the traps*
*the 200 dwarfs entrance dance*
STAB STAB STAB STAB STAB STAB STAB STAB
your fortress has scrumbled to its end
Logged

groo

  • Bay Watcher
    • View Profile
Re: saboteurs
« Reply #4 on: January 29, 2010, 10:11:28 am »

Bonus points for awesome synergy between your username/avatar and this thread.
Logged

Footkerchief

  • Bay Watcher
  • The Juffo-Wup is strong in this place.
    • View Profile
Re: saboteurs
« Reply #5 on: January 29, 2010, 05:56:41 pm »

The idea of enemies disabling your traps has come up many times:

http://www.bay12games.com/forum/index.php?topic=44977.0
http://www.bay12games.com/forum/index.php?topic=28906.0
http://www.bay12games.com/forum/index.php?topic=27101.msg325560#msg325560
http://www.bay12games.com/forum/index.php?topic=5025.0

Please try to ensure that the discussion here is not wholly redundant with the above discussions.  Also, please search Suggestions before posting.
Logged

HatfieldCW

  • Bay Watcher
    • View Profile
Re: saboteurs
« Reply #6 on: January 29, 2010, 06:58:53 pm »

To be fair, search is really hard to use well, and I've started threads that everyone was bored of before I learned to play DF, even after trying really hard to find similar stuff in the archives.

I hope trap-disabling becomes available both for fortress and adventure mode.  I'd like to see adventurer character creation involve tags, too.  Like making a dude in GURPS, you could spend a few points on [trAP AVOID] and put some into axedwarfship and then spend a bunch on [NOFEAR] or whatever.  Could be super rad.
Logged
I brake for stumble bumblings

LegoLord

  • Bay Watcher
  • Can you see it now?
    • View Profile
Re: saboteurs
« Reply #7 on: January 29, 2010, 08:25:13 pm »

Even better, they could change traps so that they small have chance to trigger on your dwarves.
They're medieval traps, not futuristic identification based turrets.  Your dwarves can avoid them because they know where the traps are and how they're triggered.
Logged
"Oh look there is a dragon my clothes might burn let me take them off and only wear steel plate."
And this is how tinned food was invented.
Alternately: The Brick Testament. It's a really fun look at what the bible would look like if interpreted literally. With Legos.
Just so I remember

nenjin

  • Bay Watcher
  • Inscrubtable Exhortations of the Soul
    • View Profile
Re: saboteurs
« Reply #8 on: January 29, 2010, 08:28:05 pm »

Better solution is that they effectively destroy yours and set their own. You can keep them out...well....they can keep you in!
Logged
Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

darkflagrance

  • Bay Watcher
  • Carry on, carry on
    • View Profile
Re: saboteurs
« Reply #9 on: January 30, 2010, 02:06:48 am »

Even better, they could change traps so that they small have chance to trigger on your dwarves.
They're medieval traps, not futuristic identification based turrets.  Your dwarves can avoid them because they know where the traps are and how they're triggered.

The saboteur could then simply move the triggers a little bit to the left, so that prior knowledge of them is no longer an aid, but a disadvantage.
Logged
...as if nothing really matters...
   
The Legend of Tholtig Cryptbrain: 8000 dead elves and a cyclops

Tired of going decades without goblin sieges? Try The Fortress Defense Mod