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Messages - FreakyCheeseMan

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331
DF Suggestions / Re: Tradable Shells.
« on: July 15, 2010, 12:19:03 am »
Hmm...

Idea. Demands, noble-based or mood-based, are the result of personal likes, right?

So, change the immigration code- make them more likely to come to fortresses with things that they like. It'd make things less frustrating for players, and more realistic too.

332
DF Suggestions / Re: Anti-weapon skills
« on: July 14, 2010, 11:28:17 pm »

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Not enough to make it worthwhile to calculate.  Defense is all about being able to block the incoming shot, not being where the shot is, or being in the right position so the shot does not have power.  That last one is true skill, but power is generated by the swing and if one is too close before the weapon is swung, it doesn't matter the weapon.

Let's suppose you've been practicing kendo your whole life.  You're an expert.  Then, you have to fight somebody who has a spear instead of a sword.

What sort of techniques have you carefully honed over the years?  You've dedicated yourself to the art of predicting strikes.  You know the ideal place for a sword point to be, and how to deny that position to your opponent.

How much time have you, as our imaginary kendo master, spent practicing the art of getting inside the reach of an opponent with a much longer weapon?  Not a lot.

Well, if you're actually a master with *any* martial art, you won't be sitting there thinking "Holy shit, that's not a sword, I don't know what do you", you'll just see the lines of force and balance, and manipulate yourself to take advantage of them.

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The teacher is not far off actually.

What should you do if somebody is shooting at you?  My recommendation is to get prone.  What's the last thing you should do if somebody is trying to poke you with a sharp stick?
Well, we're assuming we're talking about melee fights, even if it's hand-on-firearm... so getting prone is stupid. Your enemy walks up and shoots you. However, the response to a sharp stick or spear- i.e., get inside it's effective range, move to control it, close as tight as you can while keeping it's line of force away from you- is very good advice. I mean, the best advice is "don't go bare-handed against a gun", but once you are, treating it like any other weapon is about the best you can do.[/quote]

The big point is this; if you train against a single type of weapon only, you're only going to be good at fighting that weapon. If you divide your attention to study a bunch of different weapons specifically, you're not going to be very good at fighting any of them, or any of the weapons you didn't have time to consider. If you actually want to survive on the chaos of a battlefield, with different and unpredictable weapons and attacks, your *only* realistic option is to learn to fight in the abstract, and apply the same theories and techniques to anything. Yes, this may mean you're not as good at countering swords as a man who studied nothing else; yes, you will miss out on occasional weapon-specific techniques or knowledge; yes, now and then you will learn techniques with and against specific weapons, albeit not often. What you will *not* do is stand there with a silly look on your face when you come around a corner and meet a guy with the sixteen-bladed, seven-spiked equivalent of a Strange Mood.

333
DF Suggestions / Re: Good / Evil makes no sense!
« on: July 14, 2010, 11:12:39 pm »
Forum-goers think Dwarves are inherently evil because the alternative is that *we* are the source of the horrible things they do.

334
DF Suggestions / Re: Differing Reaction times
« on: July 14, 2010, 10:30:11 pm »
Making labor more complicated might be a future step, but you could add some of these things by a simpler process- reuse the rotting code.

A lot of things need to 'sit', right? You mix up chemicals, you start something to brewing... so, make it sit. You create a "unbrewed mash" object, or a "mixing chemicals" object, that 'rots'- left out for a certain period of time, it turns into something else, and needs more processing.

...anyone proposed making booze get better with age yet?

335
DF Suggestions / Re: Anti-weapon skills
« on: July 14, 2010, 07:58:02 pm »
I'm not into ren fairs or anything.  I don't particularly know what I'm talking about.

But if there are any significant differences between weapons such that you need to learn weapon skills differently, then there are different defenses against weapons.  You need to know about edge control for a sword, but not for a mace.  When you use a mace, you don't need to worry too much about edge control, but because of the difference in the center of gravity between a mace and a sword, you're going to be out of position when somebody wielding a sword isn't going to be.

Somebody who trains against maces all day long will not recognize all of the times that a sword-user is out of position.  Somebody who trains against sword users all day long will not recognize all of the times that a mace-user is out of position.

It's true that some current and historical teachers of martial arts dismissed this.  I have a friend studying stick fighting.  His teacher says that all a gun is is a very long spear.  That strikes me as completely absurd.  The rise of MMA has shown the absurdity of the untested teachings of a lot of dedicated martial artists.

Well, clearly things can be taken too far, and there are specific weapons (guns) weird enough to be treated differently. Jiu Jitsu is also far from an untested art; it was developed by the Samurai in feudal japan, which was one of the more martial cultures that has ever existed.

And the basic philosophy isn't saying "A sword is the same as a mace is the same as a spear"; it's saying "I won't spend an hour training against swords, an hour training against maces and an hour training against spears, I'll spend three hours training against *attacks*". Because I've been trained the same techniques to respond to a knife as a fist, my muscle memory and instinct are twice as trained as someone who spent the same amount of time trying to address each separately.

Oh, and MMA isn't perfect- on the one hand, I have a lot of respect for it for revitalizing martial arts, but it's also done some damage. "Knowing how to fight" is not the same as "Knowing how to fight other people who know how to fight". F'rinstance, wrist manipulation. Wrist manipulation techniques can be terribly effective in the first few seconds of a real fight, where the drunk guy at the bar is pissed off and swinging wild; they can be used to bring an unprepared, unready attacker to the ground in seconds, with minimal effort on your part, and without necessarily having to injure them, either. They're also one of the grappling techniques that can remain effective when faced with multiple attackers. However, once your opponent is tight, squared up, focused and recognizes you as a threat, you'll almost never get those techniques, so despite being useful, they've fallen out of MMA.

336
DF Dwarf Mode Discussion / Re: Love the Hospital!
« on: July 14, 2010, 05:48:18 pm »
Wow, necro.

Yeah, sorry about that, but i had to go for the Portal joke. No one found it funny, but i felt I had to try. The idea of a dwarven GlaDOS intrigues me.

So that's what a Hermit feels like...

Ok, this must be done. Fortress full of highly-abused Dwarven "Test Subject", with as much automation as possible.

337
DF Suggestions / (Specific) Traps Proposal
« on: July 14, 2010, 04:39:44 pm »
Make traps fire into squares other than their own, and be triggered with pressure plates.

So, instead of putting a spear trap on a ground square, you put it in one of the adjacent walls, tell it to fire west, and link it to a pressure plate on that square; if you want it to fire up, you have to do something special (channel out the thing beneath, build the mechanism there, put a pressure plate on top of it traps would be able to support pressure plates and people atop them, nothing else), and have it fire upward. Ceiling traps would work in a similiar way. Stone-fall traps might be very effective, but would need access to the ceiling.

Cage traps would work in one of two ways- either have a cage suspended above the target, which would drop, or one beneath, with a "false floor" overhead. Actually, "False Floors" should be a trap by themselves, and probably the easiest to build; easiest version would be something that non-trap sensing enemies would think was solid floor, but the first to walk over it would plummer; more difficult/alternate ones would regenerate (so many enemies could fall), or have pressure plates that make them sturdy for dwarves, but not enemies.

This also opens up more interesting uses for ranged weapon traps; instead of having them fire into the same square they fire from, they'll shoot in a direction; you could have a hallway with three crossbow traps lined up at the end, all of which start shooting down the length when invaders trip the plates.

This should make traps about as versatile as they are now- moreso, if anything- and still a very respectable defensive option, while making them not be so overpowered there's no sense in using anything else.

338
DF Suggestions / Re: New HFS Suggestions
« on: July 14, 2010, 04:21:21 pm »
So, every thought I have these days is about Syndromes, but that could be how we implement this sort of thing. Here's my thought:

You have a few different... "Classes" of hell. What we have right now would be the "Siege" hell- unlimited, super-strong enemies coming at you infinitely. I'd propose another "Corrupter" class of hell; it would have far fewer and weaker demons, maybe coming in waves once every few years, never anything your military couldn't handle; however, each demon would have a poison effect with a special sort of syndrome, that would slowly cause the dwarf to do a number of things- isolate itself, go crazy, mutate, and develop it's own "Corrupter" blood-based poison.

339
DF Suggestions / Re: Anti-weapon skills
« on: July 14, 2010, 03:09:42 pm »
Personally I think as your skill approaches the supernaturally good Legendary the differences between weaponry and equipment setup should diminish.

Not become useless mind you... but the differences between a Legendary Axemen and a Legendary Fistman should be a LOT less then the differences between a Novice Axeman and a Novice Fistman

Seems realistic. In Jiu Jitsu, they train to consider all weapons in the same way- as lines of force and balance, independant of where the cutting edges actually are. The reasoning I heard was that, in ancient Japan, there were just too many damn weapons- the blacksmiths had gone a bit crazy with putting extra shafts, blades and spikes on any surface that would hold them, so trying to learn specific responses to specific weapons was doomed to failure.

Oh, as for "Know thy Enemy and Know Thyself", the fuller context of what Sun Tzu said was about your enemies weakness being inherent in his nature/situation, and it was your job to see it; for yourself, it was to render yourself invulnerable. "Your invulnerability is up to you; your enemies weakness is up to him"

340
I wanted to do this with syndromes.

So, you can attach syndromes to materials- specifically, you can attach "Inhale" syndromes to things, so that their poison takes effect if a target walks through them while in gaseous form.

So, make a rock that causes instant full-body necrosis, and set it's melting point... very... carefully. Then fire from a normal part of the map- preferably glacial- onto the cooling fields, heated from below with magma.

341
DF Dwarf Mode Discussion / Re: First full-on tantrum spiral
« on: July 14, 2010, 02:08:20 pm »
Lucky I cought it and murdered butchered all the kittens and puppies and traded for some rum and beer.
Lucky I cought it and butchered murdered all the kittens and puppies and traded for some rum and beer.
Fixed it for you.

342
DF Suggestions / Fun with Syndromes
« on: July 14, 2010, 01:48:22 pm »
So, for the uninitiated, syndromes are the the things the let the game have the cool new "Poison" effects for blood or breath. They're awesome now. They could be much more so.

There is a sister thread to this in modding, http://www.bay12forums.com/smf/index.php?topic=61566.0 , to discuss things that can be done with the current system.

Broken this post up by subtype for reasons of length; please comment/submit your own ideas. A lot of these are fodder for modders, so don't worry if they seem too nasty- they wouldn't necessarily be in the vanilla.

New Negative Syndromes
Spoiler (click to show/hide)

Positive Syndromes
Spoiler (click to show/hide)

Syndrome Mechanics
Spoiler (click to show/hide)

343
DF Suggestions / Multiple Dimensions
« on: July 12, 2010, 03:20:29 pm »
So, this one's never going to get done, but..

Impliment a system of multiple dimensions/planes, probably just the four elemental ones. They'd be accessed by magical portals, which would be either pre-existing or created from magic (once such exists).

Wouldn't be too hard to program... you just generate five worlds instead of one, and the extra four don't need to be balanced. Each one functions as a mini-HFS, posing both dangers and potential rewards. The game already has three dimensions, not a lot of difficulty to add a fourth...

Elemental plane of air would have no ground (or floating islands); dwarves could use it to try to capture ultra-exotic flying species, or as a garbage dump.

Water would be either a map of pure water, or just a really friggin' wet map. Dwarves could get some rare plant species there, as well as fish, but they'd have to contend with the MegaCarp.

Fire would be obvious- bonus source of magma (and magma men)... might be fun to give it some extra stuff. Maybe a stone with natural properties similiar to a thermonuclear reaction?

And, of course the plane of earth- the Home Plane of the dwarves, from which they were exiled due to degenerate acts. High concentration of ores and gems, but also super-caverns filled with extra-fun creatures.

344
DF Dwarf Mode Discussion / Re: Favorite execution method?
« on: July 12, 2010, 03:00:32 pm »
My usual thing is to keep the gobbo prisoners in cages connecting to the noble's quarters, and once in a while let them fight it out. Big enough fortresses get actual, grandiose arenas for that sort of thing.

My personal favorite trick, though, involves a dwarven noble. Knock him out with a cave in on top of a cage trap (or something) and then either set him up in your zoo where he belongs, or sell him back to the mountainhome in exchange for something useful.

Booyah.

345
DF Dwarf Mode Discussion / Re: Most inappropriate engravings
« on: May 03, 2010, 01:08:01 pm »
I never get any good ones.

Dozens of geometrical objects, a lot of political ones, the occasional really nifty bit of cheese.

Oh, and, as I said once before, about a hundred pertaining to "The release of the Demon Fetha Taintclashed from the darkest depths of Kab Ator in 1012 by careless miners," and not a single one of "The rapid, hammer-induced return of the Demon Fetha Taintclashed to the darkest depths of Kab Ator in 1012 by a bored champion."

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