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Topics - Squanto

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Other Games / Armored Core V - The Ultimate Troll
« on: January 02, 2012, 07:18:56 pm »
A few months before Christmas, I had decided to pre-order Armored core V off amazon.com, due to arrive december 31st.  However, I had not read the bit at the end that said 2012, so now I am very angry at myself for not noticing that it was more than a year away and angry at amazon that they would put something up with a solid date more than a year before it comes out.  Was anyone else tricked like me, or am I the only idiot on the internet when it comes to this mistake?

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DF Suggestions / Liquid pools going to -> 1/7
« on: September 03, 2011, 03:13:05 pm »
Basically, the idea is to allow large amounts of liquid to become 1/7 or more filled (for example, two pools of blood worth on the same tile become blood 1/7, can be filled up to 7/7 and would use water/lava physics).  Not much more to add to the idea beyond that, but i would love do drown goblins in the blood of their own kind.

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DF Suggestions / Complex Weapons
« on: August 27, 2011, 04:57:08 pm »
This idea would probably require quite a bit of work, but could make the game more descriptive and complex.  Weapons should, simply put, have different "parts".  This does NOT mean that you would have to say what each of the parts are connected to and whatnot like for creatures, but more like this:

Spoiler (click to show/hide)

tokens that could be used(can have different names than the ones im using, its just an example)
[NEW_PART:] - adds a new part to the weapon
[OPTIONAL:(USE_MAT_FROM: or USE_MAT: or DONT_INCLUDE)] - allows that part's material to not be selected, either creating the part with a material from the blade, one that you choose yourself, or just not including the part at all. (if the part had an attack and wasn't included, that attack could not be used)
[HANDLE] just marks which part is held by the wielder.
Materials for some parts of the weapon should be less restricted though(for example, the grip could be bone or leather, both of which could be viable options for swords and daggers), most likely by a token such as [USABLE_MATERIAL:] or something of the sort on each part.
weight can still be easily calculated (unless Toady can't make his code do maths for 2nd graders(size x mat weight + size x mat weight....))

Using a system like this for creating weapons would make poisons more fun and realistic, and you would be able to use different poisons for different parts of the weapon.  You could even be very evil and put contact poison the held part of crossbow bolts(when this function is included, of course), stick them into elven merchants enemies, and when they try to pull them out they will be poisoned, so they have to leave them in!  I'm sure there are also other fun things that modders could find. 
Coverings would be shown like how they are on body parts:

                                                   -Iron Short Sword-
elf blood spatter(blade)
<insert poison name here> covering(pommel)


On an entirely different note to support this, descriptions would be much more vivid.  [ENGRAVABLE]/tokens like that could also be included on each part of the weapon, so instead of:

"this is a well-crafted iron short sword.  it is studded with diamonds."

you could get a description like:

"this is a well-crafted short sword.  the blade is iron.  an image of a rendition of cheese is engraved into the blade.  the pommel is platinum.  the pommel is in the shape of a goblin.  the goblin is in a fetal position.  the crossguard is gold.  the crossguard is studded with diamonds.  the grip is bone."

seeing a description like that (or possibly even more awesome) on my weapons would be amazing.

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