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Author Topic: Ideas for improving loot  (Read 869 times)

xordae

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Ideas for improving loot
« on: April 02, 2011, 09:23:10 pm »

Everyone who's had a fort for a while has been in this situation. You've just won a siege and you are now being buried under troll wool socks and other junk. While this is nice from a realism point of view, it really blows in every other aspect.

So you get sieged regularly. You don't want to let the filthy Goblins run away so you slaughter as many as possible. You also don't want to have to rely on atom smashers because they are not realistic and likely an exploit. Your only recourse is piling the stuff up and selling it all. You end up not being able to sell anything else but bins full of shitty, smelly Goblin clothing and even then, you give caravans a big discount.

So I propose that Goblins have LESS equipment, but BETTER equipment. Instead of 20 cloth items and a copper shield and helmet, give him an iron armor, shield and helmet. Hell, I would even settle for just having no cloth loot at all and leave them with what's left over. So this is not about "Derp I want extra metal to smelt" or moneys, but about curbing the sheer number of items.

Since cloth is redundant for armor purposes, either way it wouldn't alter the difficulty of the game.
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Capntastic

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Re: Ideas for improving loot
« Reply #1 on: April 02, 2011, 09:38:21 pm »

I like the idea of invaders having the equipment they have access to and make sense having, and not modifying it for the sake of some gamey loot balance scenario.
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IT 000

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Re: Ideas for improving loot
« Reply #2 on: April 02, 2011, 09:40:17 pm »

Historically (if I can recall my history correctly) knights wore a thick undergarment to protect them from tiny cuts. Less clothes and more armor would help in making more Fun and reduce the loads of blood stained clothing. Goblins don't even wear a complete set of armor, they wear a breastplate, a helm, and a shield.
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xordae

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Re: Ideas for improving loot
« Reply #3 on: April 02, 2011, 10:02:24 pm »

Goblins don't exist in real life, so I don't see what makes sense for them to have and what doesn't. They have forged metal, so why should that exclude them from using different, forged metal?

You're right about the padding thing. I could do with a little less comfort for them and a little more comfort for me, though.

Dwarf Fortress IS still a game. Game balance rules apply. Rules for making the player enjoy the game apply. Some people may get jollies out of seeing a 20 x 20 stockpile entirely filled with bins of Goblin rubbish, but it just makes me sad.
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Karakzon

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Re: Ideas for improving loot
« Reply #4 on: April 03, 2011, 03:01:06 am »

course you could just dump the items into a pit/garbage dump and incinerate them via volcanic capabilitys. every map has said capabilitys if you dig down far enought.
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sockless

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Re: Ideas for improving loot
« Reply #5 on: April 03, 2011, 03:31:16 am »

Erm, in my opinion and many other peoples, realism is more important than balance by gameyness. That's not to say that we can't have balance, we just have to do it in a non-gamey way.
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Norseman

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Re: Ideas for improving loot
« Reply #6 on: April 03, 2011, 05:48:40 am »

Well, we could always make it more dwarfy. Blood-stained goblin clothes could be hoisted on your walls as flags, with intact goblin heads skewered on top of the flag poles. This would make small-scale goblin ambushes less likely, since small raiding groups would worry about getting killed. However, it would also make large-scale sieges more likely, since the goblins would view you as a serious threat to them.
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IT 000

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Re: Ideas for improving loot
« Reply #7 on: April 03, 2011, 10:03:20 am »

Quote
Erm, in my opinion and many other peoples, realism is more important than balance by gameyness. That's not to say that we can't have balance, we just have to do it in a non-gamey way.

Then realistically
Quote
knights wore a thick undergarment to protect them from tiny cuts.[/quote
Much like a long john, one maybe two parts. They wouldn't bring their evening wear into battle.

Quote
course you could just dump the items into a pit/garbage dump and incinerate them via volcanic capabilitys. every map has said capabilitys if you dig down far enought.

That solves the problem, but it doesn't fix it, more clothes are on the way, sometimes I don't even have time to clean up the outside world before another ambush comes.
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Jake

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Re: Ideas for improving loot
« Reply #8 on: April 03, 2011, 10:17:37 am »

Historically (if I can recall my history correctly) knights wore a thick undergarment to protect them from tiny cuts. Less clothes and more armor would help in making more Fun and reduce the loads of blood stained clothing. Goblins don't even wear a complete set of armor, they wear a breastplate, a helm, and a shield.
I can guarantee that nobody in their right mind would don platemail without wearing something underneath. Can you imagine the chafing otherwise?
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Sfon

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Re: Ideas for improving loot
« Reply #9 on: April 03, 2011, 10:50:35 am »

1. Dead bodies don't drop their clothes, though their clothes can still be removed from them if unforbidden.

2. Cloth/leather worn by someone when they are dead gains the "moldy" trait which reduces value by 500 rather than a percentage, enough to zero most clothes, yet still leaving it usable if you really want to. Story justification: being considered tainted, superstition, and because it is just plain creepy. This also goes for stuff dropped due to having a part severed, whether it resulted in death or not. This will also help adventure mode, as it is those bloody bandit clothes net too much money.

3. When a body rots away to bones, cloth/leather it is wearing is destroyed.

#2 exists because otherwise players would be tempted to quickly strip clothes for easy money. All three of these work together to make clothes from the dead easy to avoid hassling with and not generally worth it.

Metal is exempt from all but #1. Resists mold/destruction from having dead body in it, and too valuable to let a little superstition get in the way. At worst, melting it down would eliminate any death effects.
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