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« on: October 24, 2010, 09:44:18 pm »
-Mercenaries of various shapes and sizes to provide some variety in attacking troops (Historically accurate)
-Ladders (Historically accurate)
-Wall jumpers (Just use flying mounts)
-Trap sniffing inventory items (Would add a nice dynamic, maybe they can disarm traps but only one per unit)
-Catapults with area of effect fire (Historically accurate, and should be done)
-Trap destroying suicidal pack animals / chaff to disable lines of traps (I heard something about this, but have no source, to see if it's accurate)
-Diggers (Anything else in the game that digs would add a lot to the gameplay, but to make people happy, should have an option to not have them)
-Catapults which fling gobbos over walls (particularly mechanism pulling nasties) (Possible with some specialized creatures, I also know they used to fling dead bodies, so them throwing creature with syndrome, dead forgotten beasts, or barrels of poisons when they are added, would be nice)
-Sapping mining only showing entrance and not the tunnel being dug (therefore possibly requiring counter-sapping) (Not sure what you mean)
-Poison gas machinery (in a probably hopeless attempt to smoke the dwarves out) (I like the idea of smoking out dwarfs, like having a miasma, that can hurt dwarfs, slowly spread, if you don't deal with them)
-Explosive attempts to enter underground fortress (If gunpowder is added, then I would love this)
-Movable shields to protect against Marksdwarves (Historically accurate, though only crossbowmen ever used them, because reloading, required bending over, and being helpless)
-Battering rams (I think building destroyers cover this)
-Gobbos with facilities to release their cage-trapped colleages (Agree, if they find them, they should do that. But we should assume, it's locked in some fashion, and would require a special unit to open it, captured dwarf maybe?)
Thats my thoughts. Though none of this should be implemented until dwarfs get some new combat skills, and such to balance it all out.