Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Live archery range.  (Read 1255 times)

Benedict Hardy

  • Bay Watcher
    • View Profile
Live archery range.
« on: June 23, 2011, 02:00:10 pm »

A
« Last Edit: March 29, 2018, 11:45:18 am by Benedict Hardy »
Logged

AutomataKittay

  • Bay Watcher
  • Grinding gears
    • View Profile
Re: Live archery range.
« Reply #1 on: June 23, 2011, 02:04:01 pm »

Have you actually built this? Cages cannot be built on bridges, last I checked. Otherwise it sounds interesting to me, even workable with replacing the top level with an hatch and pitting zone.
Logged

Benedict Hardy

  • Bay Watcher
    • View Profile
Re: Live archery range.
« Reply #2 on: June 23, 2011, 02:25:36 pm »

A
« Last Edit: March 29, 2018, 11:45:12 am by Benedict Hardy »
Logged

Erkki

  • Bay Watcher
    • View Profile
Re: Live archery range.
« Reply #3 on: June 23, 2011, 02:32:12 pm »

Also, marksdwarves get EXP for shooting at a live target, not hitting one. If you want to maximize the exp gain/captive ratio, you dont want your marksdwarves to shoot at such a close range, not give the target some space to maneuver or surround him.
Logged

AutomataKittay

  • Bay Watcher
  • Grinding gears
    • View Profile
Re: Live archery range.
« Reply #4 on: June 23, 2011, 02:36:00 pm »

Also, marksdwarves get EXP for shooting at a live target, not hitting one. If you want to maximize the exp gain/captive ratio, you dont want your marksdwarves to shoot at such a close range, not give the target some space to maneuver or surround him.

Or have the target on other side of a chasm just far enough for the markers to miss a lot while the target wobbles around  :D
Logged

Benedict Hardy

  • Bay Watcher
    • View Profile
Re: Live archery range.
« Reply #5 on: June 23, 2011, 03:02:59 pm »

A
« Last Edit: March 29, 2018, 11:45:07 am by Benedict Hardy »
Logged

Saiko Kila

  • Bay Watcher
  • Dwarven alchemist
    • View Profile
Re: Live archery range.
« Reply #6 on: June 23, 2011, 03:18:37 pm »

Also, marksdwarves get EXP for shooting at a live target, not hitting one. If you want to maximize the exp gain/captive ratio, you dont want your marksdwarves to shoot at such a close range, not give the target some space to maneuver or surround him.

Or have the target on other side of a chasm just far enough for the markers to miss a lot while the target wobbles around  :D


One problem I see with that, is that the target will eventually jump into the chasm while evading. Maybe gobbos are intelligent(*) enough to stay at the end of a hallway, too far from the chasm to jump into it, but I doubt it. I can't see a good method for that. I think that automated version of adamantine multiplying setup would be good for preventing this problem (so the gobbo wouldn't evade) but I've never built something like that.

*)truly intelligent being would probably choose to commit suicide rather than to suffer a life of abuse and torment.
Logged

Werdna

  • Bay Watcher
  • Mad Overlord
    • View Profile
Re: Live archery range.
« Reply #7 on: June 23, 2011, 03:37:40 pm »

Try wall grates instead of fortifications, will keep them in place without impeding arrows.
Logged
ProvingGrounds was merely a setback.