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Messages - Granite26

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3691
DF Suggestions / Re: Armor Naming Scheme
« on: August 28, 2008, 09:07:17 pm »
Personally, the only dog I have in this fight is that when I started playing, I didn't realize that Plate Mail only covered the upper body.  I think a name that obviously reflects this (cuirass is accurate but still slightly obscure compared to breastplate) would be helpful to new players.

3692
DF Suggestions / Re: Soil from refuse
« on: August 28, 2008, 09:05:06 pm »
I don't think I like the form of it, but the gist is kinda cool.

3693
DF Suggestions / Re: Fully Fleshed Stats Discussion
« on: August 28, 2008, 08:59:40 pm »
I edited the header to include what's come up so far.

I also added a few different Magic Stat systems.  Some of the talk of magic (in the Reqs) has been using it as a plot device rather than an extra weapon for the players.  As such, a component/ritual system is pretty useful.  It assumes extremely powerful, extremely slow magics.  (I.E. No fireballs, but if you kill the dragon and bring the wizard it's head, the wizard can spend three weeks casting a spell to rain fire from the sky on the goblin army)  Anyway, that system gives you plot devices (wizards ask for crazy shit), introduces oddity into the game (it's raining frogs!?!?).  A good balancer for that is to give wizards free firebolts (toned down arrows for no cost whatsoever.)

The second magic system is the old Star Wars system.  You can do the magic for free, it's just hard to do it.  (I.E. sure you can shoot lightning, but it's not that much more efficient than a good crossbow.  Sure you can control the king's mind, but Cleopatra over there is getting the same effect by flirting with him.)  Anyway, that's the Control/Sense/Alter system.  You get a list of effects (a la wrestling) and can try any of them as a standard action.

Mephansteras and Silverionmox... I can't really decide which of your mental suggestions I like more.  I like how they are completely original, and tied to the kinds of things dwarves do.

3694
DF Suggestions / Re: Top10 Underground Diversity Discussion
« on: August 28, 2008, 08:26:02 pm »
Othob Rithol, I wanted to compliment you on a kickass thread.  Seriously... If you guys haven't looked at the top lately, go back and do it.

3695
DF Suggestions / Re: Top10 Underground Diversity Discussion
« on: August 28, 2008, 03:30:16 pm »
Uugh, I think permanent stone is kind of crass. A better solution would be:

-"stone density / hardness" eg: Granite is tougher than limestone.
-"stone integrity" A harder concept, but surface limestone that has suffered weathering is easier to mine than oh say granite under pressure with no fractures in it.

Instead of permanent stone, caverns could do the same thing-- If you mine down into a multi z-level cave (maybe with lake) you have to go around. The same goes for magma. Not super realistic, but better than permanent stone.

Also stricter rules about cave-ins could be implemented, and if you drive a hole straight down there should be a chance for "Rock Bursts" then "Collapse", with passage blocking rubble as opposed to rocks.

Rock Bursts:
http://en.wikipedia.org/wiki/Rock_burst

My dad worked in a mine for 15 years-- He had friends die. This was in a modern Canadian mine. He still has nightmares.

Good link... This fulfills the 'don't dig too deep, it's naturally dangerous' problem. (need/requirement/desire, whatever)

3696
DF Suggestions / Re: Return of the Guild (Masters)
« on: August 28, 2008, 02:46:25 pm »
That's the point though.  It depends on the Guildmaster's temperment, so you rig the deck to get the Guildmaster you want.

3697
DF Suggestions / Re: Additional Mechanics/Traps Wishlist
« on: August 28, 2008, 02:45:13 pm »
Falls more into new buildings than new physics toys, but I added it up top as 'Dwarf Trainers'.  No reason to limit the thought to combat trainers, could be exercise machines, or spinning 'dodge the violence' trainers.

Personally, I think it sounds more DF to make your military dwarves walk through small weapon traps, but I hate my dwarves and want them to suffer.

3698
DF Suggestions / Re: Fully Fleshed Stats Discussion
« on: August 28, 2008, 02:33:46 pm »
White Wolf's social stats are Charisma (Likeability), Manipulation (Do what I want) and Appearance.

I get what you're saying about appearance not changing.  It's also just not that important.  With DF, maybe separate Manipulation and Leadership stats?

Social interactions would then be manipulating other people by 1. You like me, 2. You trick me, and 3. You command me. 

different dwarves(people in general) would be susceptible to different things.  Urist likes to be sweet talked, Cog can be reasoned with, and Merg respects a commanding presence. 

Then lying would be tied to Manipulation, flatery to Charisma, etc.

What about mental stats?  Engineering skills (Mechanics and Architecture), Alchemy, Brokering, Bookkeeping and a few other things seem to require smarts.  What do we want to see represented there?  Any ways to make smarter better?

3699
DF Suggestions / Re: Algorithmic suggestions to improve sieges.
« on: August 28, 2008, 01:49:23 pm »
or just
Code: [Select]
For all Goblin Deaths where cause of death is not Dwarf blade or stonefall, avoid that square at a strength of X. 

If a goblin escapes, add the list of squares penalties to the default penalties for future invasions.  Also add stonefalls and blades at this point.

Also, it would be cool if you could do

Code: [Select]
For all squares that a goblin has never seen, add 5 to it's pathing cost.
That way, they would prefer known routes, until enough had died, then they would start looking for other ways in.

Yes this is prohibitively CPU cycle expensive.  So sue me.

3700
DF Suggestions / Re: Make anvil a smelter item
« on: August 28, 2008, 01:37:23 pm »
I say make it simple and more complex. :)

You can smelt an "anvil", but it will always be an "anvil". Then, you can also forge an "anvil", with it possibly becoming "+anvil+", "*anvil*", or "☼anvil☼".

Make it smelt an XXanvilXX at first, and I'm sold.

Also, I know it's old, but shouldn't your sig read
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if(Question)
{
    b
}

3701
DF Suggestions / Re: Pick stockpile type from an existing stockpile
« on: August 28, 2008, 12:58:58 pm »
Simple, elegant, useful.

3702
DF Suggestions / Re: A reply about stack combining
« on: August 28, 2008, 12:23:36 pm »
Doesn't seem like a horrible idea, but my kneejerk reaction is that it's a little too much work for a halfway solution that wouldn't be useful code for the longterm solution.

Stroke of Genius::  Stacks are currently 2 things.  First, they serve as a optimization 'class' for the code to abstract information about a set of things that are A: all created at the same time, and B: Have the same set of information (creator, age, images, quality, etc).  The second is to serve as a physical grouping for objects in the game world.  (There's 30 coins in my pocket).  Why not separate those functions?

Technical Coding stuff
Spoiler (click to show/hide)

Anyway, this would still require the hinted at total rewrite of the way dwarves think about stacks, but it's a pretty elegant way to do it.  You wouldn't be treating a stack of similar items as any different from a pocket full of disparate coins.

Spoiler (click to show/hide)

3703
DF Suggestions / Re: Fully Fleshed Stats Discussion
« on: August 28, 2008, 12:02:57 pm »
Seeing as DF has already ditched the health bar trope, I see no reason for it to follow the rest of the genre and use mana.  Instead I imagine that casting spells will make you more tired, like everything else, and this exertion will depend on one or more of the magic stats.

Yeah, that's why I like a magical stamina stat.  I'm also a big fan of separating magical prowess from mental prowess.  There's enough going on to support them both.  (Unlike, say.... D&D??)

3704
DF Suggestions / Re: Top10 Underground Diversity Discussion
« on: August 28, 2008, 11:09:46 am »
Consequence... Not trying to be a snot, but that's painful.

but yeah, discussed before, and still a brilliant idea.

3705
DF Suggestions / Fully Fleshed Stats Discussion
« on: August 28, 2008, 11:04:58 am »
Stat suggestions so far:

Physical Stats:
        No changes have been suggested.
        Strength
        Agility
        Stamina

Mental Stats:
        Intelligence
        Wisdom
        Perception
        Memory
        Creativity
        Logic
        Analysis
        Detail/Focus
        Wit(s)
        Intuition
        Sanity/Stability/Mental Fortitude
       
Social Stats
        Manipulation
        Appearance (Listed due to the general contempt expressed)
        Leadership
        Charisma

Magic Stats (These could use better names)
        Magic Power/Magic Endurance/Magical Dexterity
        Use Mental (or social) stats
        Chi/Attunement
        Control/Alter/Sense

Magic Systems (not part of the core, but they're intrinsic to magic stats)
        Memorization System (Classic D&D)
        Mana Point System (Classic Console RPG)
        Fatigue System (Roll versus endurance per spell, take damage for failure)
        Component/Ritual system (Cost of spells is time and components.  Magic is slow, not combat useful)

'Personality' Stats   Some stats (food preferences) are set at birth and only exposed through the thoughts screen.
        Appearance (Including body types and body type preference)
        Personality Quirks (Same as body types)
        Mental Fortitude (Hardening goes up, Sanity goes down, but there's an innate resistance to change)
       

*    I'm not endorsing any of these up here, this is just what has been brought up. 
**  Please note that nobody is suggesting all of these at once.  Consensus thus far seems to be a Trio of Trinary stats (3 physical, 3 mental, 3 social) with no extra magical stats
*** Personality Stats were added because some of the discussions lean towards them or associate with them


Code: [Select]
Original post follows:

Right now we have 3 stats, Str, Con, and Agi.  They are all physical attributes.

It's pretty much a given that there'll be more in the future.  Anybody have any ideas for what should be added?

I've mentioned before that I like the White Wolf system, with it's three stats for Mental, Physical and Social attributes.

Also, there could be magic stats.  Magical Power(Damage Modifier), Magical Understanding(Number of Spells?), Magical Stamina (Analgous to Mana).  Sure dwarves would have crap for these stats (Am I the only one that would like to see different starting levels compared to the rais you're playing?  (I.E. Goblins start as 'Weak' when viewed from a Dwarf, but 'Strong' but viewed from a Kobold.)

Anyway, I'm curious what ya'll think?

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