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Messages - Jamuk

Pages: 1 ... 5 6 [7] 8 9 ... 13
91
That seems like something a "Champion" would do.  You could set up an arena and have them fight the champion.  If somebody can kill the champion, then they don't die. And, it's a way of practicing for experienced people without killing other soldiers.

92
DF Suggestions / Re: Knowlege
« on: July 08, 2008, 02:35:31 pm »
Quote
Quote

    By playing on glaciers/magma-less deserts, terrifying locations right besides a goblin tower, using only the "default" embark setting, refusing to use traps and/or Marksdwarves, and taking up challenges. But the more restrictions you add, the less possible ways to play the game there are and the more you punish the player for a bad decision or just plain bad luck.


Whereas completely unrestricted gameplay offers millions of ways to play, all of them equally effective and therefore equally boring. Bad decisions should be punished. That's part of the reward for making good decisions.

How does this work? Having silly restrictions like not being able to do something your own way only makes it harder to learn, and prevents you from finding your own, unique way of playing.  You have to learn as you go, in unrestrictive gameplay you just learn by trying the wrong way and seeing it doesn't work well.  The best games work with less restrictive gameplay in my opinion because they are easy to learn but hard to master.  In those games, it isn't about just learning how to play, it is about learning the BEST way to play.

93
DF Suggestions / Multi-tile units and Building Behavior
« on: July 08, 2008, 02:24:48 pm »
When I read the suggestion about different orientations for buildings, it got me thinking about how buildings might be better handled, as it seems they are destined to remain hard-coded at the moment.

Multi-tile units like the wagon are very rarely used right now.  But, later on when things like boats and wagons become more common in the game, like after the caravan arc, there will need to be a good system for handling them.  Once this is implemented pretty much every building could be implemented like an immobile creature, and reactions would become extremely useful, as everything would be accessible.

This would allow a lot more simplification of code, and would pave the way towards much more complicated reactions between dwarves and their surroundings.

Not only would this allow different orientations for buildings, but it would also allow
  • a dwarf could reorganize furniture if he didn't like how a room is laid out
  • large furniture hauling could be more realistic, like dragging a bed behind you instead of carrying it over your head
  • catapults could be rolled up to your fortress instead of constructed on the spot
  • knocked over or damaged buildings, imagine a crazy dwarf knocking off the head of a statue or dragging every chair in the fortress into his room
  • wagons could be more easily used in actual gameplay, as dwarves could build them, and they could hold items just like a creature
  • boats could be made more easily, and use much of the same code as a wagon
  • massive modding opportunities would be created - because everything could use the same system, building a workshop would work the same way as using it (this would allow things like reactions which make creatures)
    • reproduction that doesn't happen by radio waves
    • magic like creating a fire elemental
    • necromancers unleashing a horde of undead
    • countless others that I don't feel like listing because I have other things to do
  • creatures that can't pass through narrow corridors
  • and many more!

Right now it looks as if buildings and creatures have been hard-coded to act like they do now and while this might make coding easier right now, it also means more work later on.

However, I'm not sure how much work redesigning this portion of DF would be.  All I can say is the benefits would be worth it.

94
Well, most of the things that would live underground would not take up enough space to tunnel out an entire tile.  I was thinking more along the lines of having them be able to actually move through the dirt tile.  A worm won't create a dwarf sized tunnel, it usually doesn't leave a tunnel at all.  However, tunneling would also be a great addition for the game.

95
Anything that is endolithic should be quite slow, not very common, or very weak.

Vermin or other nuisances should be more common, like bugs or worms.
However, if digging through the dirt, they might cause sections of a fortress to collapse by loosening the hardened earth.

Very rarely should anything that might hurt your dwarves appear, and walled areas should be completely immune to them unless they can destroy buildings. Rocky areas should be safe, for the most part, with an exception every once and a while.  Plus, what the hell would want to mess with a legendary miner?

96
DF Suggestions / Re: personal engravings
« on: July 07, 2008, 11:32:13 am »
I think just having 2 modes for engraving would be helpful, having an artistic engraving and a historic engraving.  The historic engraving scours the legends for the things that happened nearby, or are related to something in the area.  Then it picks one at random, allowing you to make a large tomb set off from the fortress, and the only thing that would be recognized by the historic engraving are the people who you buried there.  It also limits user control over the process, making you figure out how to use it properly yourself.

97
DF Suggestions / Re: Knowlege
« on: July 05, 2008, 07:49:50 pm »
Yeah, I agree with having wasted material or flawed items at low level, but not knowing at all would be silly.
I have never used a forge or even seen one but I doubt I would be completely clueless on how to make a weapon.  Sure it might take awhile, but it would get done.  A lot of this stuff consists of things that anybody who sits and thinks for a second could figure out.

98
DF Suggestions / Re: Hidden talent
« on: July 05, 2008, 07:43:37 pm »
How about just make it so that every dwarf gains experience in each skill at different levels?
Maybe one dwarf has an aptitude for metalsmithing and so gains skill in it at 1.5x the rate, and maybe that same person isn't very apt for masonry and so has a .75x experience gain rate in that?  Also, there should be some way of determining their aptitude from their profile.  It does not need to be stated directly, but if someone loves 4 types of rock of course they're going to be an apt mason, stonecrafter, mechanic, or maybe architect.

99
General Discussion / Re: Your (least-)favourite word?
« on: July 05, 2008, 01:08:07 pm »
Noob.  As soon as you see or hear someone use that word you know that they play too many online games, and more often than not it comes from a complete imbecile.
Imbecile is a pretty cool word though.

100
DF General Discussion / Re: The meaning of seige.
« on: July 05, 2008, 10:18:58 am »
Why do sieges need to be determined by play style?  Whether you get sieged or not should be based on where the fortress is placed.  If you start on a major road of course you're going to get sieged.  If you pick a place in the middle of nowhere why would they bother to fight you?

101
DF General Discussion / Re: Future of the Fortress 4
« on: July 04, 2008, 11:19:28 pm »
Someday I hope to sneak up to the top of a goblin fortress, assassinate the leader, and then build another fortress on top of it.  Without killing any other goblins.

102
YES! We need this! I need a race of earthworms!!!!!!

103
DF Suggestions / Re: Mechanisms out of metal only.
« on: July 04, 2008, 09:20:05 pm »
Oh, I didn't mean your idea was bad, I just don't like the idea of having what is and isn't too complex to make defined for the user.  Wear and tear is something that will take place no matter what machine you make, and since we are trying to make a system that will make everything fit together, I just thought that it would be better not to classify things into different categories based on information we don't know.  I just didn't want to decide as much for the user.

It's kind of like how beds can only be made of wood right now.  I consider that silly as wood isn't any more comfortable than rock, unless the beds are supposed to be rotting away underneath them.  Making stuff too specific only causes silly stuff like that.

104
DF Suggestions / Re: Mechanisms out of metal only.
« on: July 04, 2008, 08:52:01 pm »
Yeah, but does a pressure plate would include gears and springs in my opinion, however other people might design it differently, like using a weight and pulleys to provide the upward force for the pressure plate raising back up like a seesaw.  Or it could just be suspended on one end of a lever with a weight on the other side to hold it up.  I don't think it should be limited to one or the other because everyone should be able to choose how they want to think the machine works, and anything can be made out of anything if you put your mind to it. 

105
DF Suggestions / Re: Mechanisms out of metal only.
« on: July 04, 2008, 08:34:37 pm »
I don't like the idea of splitting up things based on how complex they are, however, because that is based on how the machine is designed.

However, I admit I may just be afraid of having the dreaded "tech levels" in dwarf fortress.

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