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Author Topic: Future mechanisms, traps, and other temporally displaced delicacies  (Read 828 times)

OddProphet

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I was browsing the update schedule of DF in general, and near the end of the page I saw that at some point more detail would be given to traps and mechanisms.  Highlights:

1. Weapon traps covering multiple squares
2. Z-level chicanery needed for rock traps
3. Rolling boulder traps
4. Traps requiring specialized parts

What would you like to see involving traps and mechanisms in the future?
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Girlinhat

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Re: Future mechanisms, traps, and other temporally displaced delicacies
« Reply #1 on: February 08, 2011, 03:47:59 pm »

Three things, mostly.  1) Crowssbows that fire, Indian Jones style.  2) Directional flinging, like drawbridges only aimed.  3) Poison coated weapons.

Urist Imiknorris

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Re: Future mechanisms, traps, and other temporally displaced delicacies
« Reply #2 on: February 08, 2011, 04:08:31 pm »

That last one is in the game already - you just have to get the poison on there somehow.
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Spork The Slightly Insane

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Re: Future mechanisms, traps, and other temporally displaced delicacies
« Reply #3 on: February 08, 2011, 04:13:06 pm »

Arrow traps.
The enemy steps on a plate, and x amount of arrows/bolts fly at them.
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Urist Imiknorris

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Re: Future mechanisms, traps, and other temporally displaced delicacies
« Reply #4 on: February 08, 2011, 04:19:18 pm »

Weapon traps loaded with ranged weapons. Just make sure you can let your mechanics reload them in peace.
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Girlinhat

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Re: Future mechanisms, traps, and other temporally displaced delicacies
« Reply #5 on: February 08, 2011, 04:22:48 pm »

Do they actually fire, or is the flying ammo just in the same square?

Urist Imiknorris

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Re: Future mechanisms, traps, and other temporally displaced delicacies
« Reply #6 on: February 08, 2011, 04:23:25 pm »

I'm pretty sure it's just in the same square.
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YOU CANT NOT HAVE SUSPECTS IN A GAME OF MAFIA

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If Tiruin redirected the lynch, then this means that, and... the Illuminati! Of course!

Girlinhat

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Re: Future mechanisms, traps, and other temporally displaced delicacies
« Reply #7 on: February 08, 2011, 04:38:52 pm »

Then it's just a weapon trap.  I want to be able to fire volleys of silver bolts down a long straight hallway in the most gruesome killing floor imaginable.  Preferably, pressure plate AND lever controlled, to allow trap_avoids to get pegged as well.

Silent_Thunder

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Re: Future mechanisms, traps, and other temporally displaced delicacies
« Reply #8 on: February 08, 2011, 05:08:51 pm »

Lever/Pressure Plate activated traps. I need more noble execution devices!

Crazy Cow

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Re: Future mechanisms, traps, and other temporally displaced delicacies
« Reply #9 on: February 08, 2011, 05:35:47 pm »

I would love to see something like this. You place a crossbow trap pointing in a direction, which is hooked up to a pressure plate. When the plate is activated, the trap would fire a bolt. I would also like the option to choose individual mechanisms, as quality affects trap performance, if I am not mistaken, and you cannot at the moment decide which quality mechanisms go into traps.

Akura

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Re: Future mechanisms, traps, and other temporally displaced delicacies
« Reply #10 on: February 08, 2011, 05:45:21 pm »

I would love to see something like this. You place a crossbow trap pointing in a direction, which is hooked up to a pressure plate. When the plate is activated, the trap would fire a bolt. I would also like the option to choose individual mechanisms, as quality affects trap performance, if I am not mistaken, and you cannot at the moment decide which quality mechanisms go into traps.
The crossbow thing, but with ballistae/catapults as well.

And yes, you can choose the specific quality of the mechanism. When building the trap, when choosing which mechanism to use, press {x] to expand the list to show the individual mechanisms(including their quality), rather than just what material they're made of. This holds true with just about every building material.
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