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Wait for Next Version, Use current (.40.24,) or use older release (.34.11?)

Wait for the next release. I want usable mugs damn it!
- 52 (72.2%)
We can use the current one. I like the big trees and slightly smarter dorfs.
- 15 (20.8%)
I'll take .34.11 thanks. I want to know I'll get to kill things for sure.
- 5 (6.9%)

Total Members Voted: 72


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Author Topic: [34.11] Spearbreakers - SEQUEL UNDERWAY. POST THERE INSTEAD.  (Read 1465511 times)

Xahnel

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #3840 on: August 02, 2012, 11:13:48 pm »

... Could be they have evolved as a species to the point where they have a survival instinct, and the intelligence to know they're beat for now. Just means next time they'll send a much bigger army.
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Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #3841 on: August 02, 2012, 11:16:30 pm »

Though to be fair we already had at least one living embodiment of "FUCK YOU" walking around with a now named and well loved pointy metal stick. Then we stuffed this already veritable engine of death into a room with various toxins and pointy sticks and made him/her even scarier.

EDIT: Ninja'd.

I'd say trading weather control for being able to survive things that would kill other flying creatures is fair.  I oddly enough see them as emplyed in a manner similar to UAVs just with helmet cams instad of cameras in the nose of a plane-shaped thing. And that makes em laugh for some reason. I never said they were particularly strong either. AT least that's wht I've been going by.

U - Proper offensive measures and telekenesis, low endurance for strenuous activity, and said measures are laughably weak compared to a battlemage. Teleportation can fatally backfire.
P - Flight, durabilty, physically very weak compared to ground welling creatures. Living UAVs!
E - Raw strength stamina, but can't fly, and limited in employment of many weapons.

All in all they still need the same measures to fight and survive properly like everyone else. And betting machine guns that work with thier... limitations is quite challenging.

EDIT II: TRIPLE NINJA'D! Damn it!

soulslicerjames

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #3842 on: August 02, 2012, 11:36:42 pm »

I would like to make clear, after thinking over the fact, that there definitely should be such a thing as spawn-bone armor.  It should probably take 2-3 full spawn skeletons to make a complete set, but I say it should be done, if only for rule of cool.

Thoughts on this idea?
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Corai

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #3844 on: August 02, 2012, 11:40:02 pm »

Spawn bone armor = Dwarf bone armor.
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Jacob/Lee: you have a heart made of fluffy
Jeykab/Bee: how the fuck do you live your daily life corai
Jeykab/Bee: you seem like the person who constantly has mini heart attacks because cuuuute

Xahnel

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #3845 on: August 02, 2012, 11:41:59 pm »

Combine them as a special squad outfit with the spawnbone scythe. Call them the Spawn Squad. And watch out for the darkness that will encroach on their hearts and minds.
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Hanslanda

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #3846 on: August 02, 2012, 11:42:57 pm »

Spawn bone armor = Dwarf bone armor.

...
And now we've gone recursive.
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Well, we could put two and two together and write a book: "The Shit that Hans and Max Did: You Won't Believe This Shit."
He's fucking with us.

Paintbrushturkey

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #3847 on: August 02, 2012, 11:44:12 pm »

Did i not tell you that axes are the ultimate anti spawn weaponry? they can't do much when they wiggle around on the ground without limbs....
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Some People are like Slinkies. Not really good for much, but they still bring a smile to your face when pushed down a flight of stairs.

Mr Frog

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #3848 on: August 02, 2012, 11:51:05 pm »

I suppose that if delimbing is a problem, I can give the next incarnation of the Spawn the ability to light people on fire with their minds.
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A great human twisted into humanoid form. It has an emaciated appearance and it squirms and fidgets. Beware its bronyism!

Spawn of Holistic, and other mods

My tileset. Because someone asked. (Now with installation instructions!)
I so want your spawn babies

Corai

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #3849 on: August 02, 2012, 11:51:43 pm »

I suppose that if delimbing is a problem, I can give the next incarnation of the Spawn the ability to light people on fire with their minds.

Do it, they are far too easy now. Apparently.
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Jacob/Lee: you have a heart made of fluffy
Jeykab/Bee: how the fuck do you live your daily life corai
Jeykab/Bee: you seem like the person who constantly has mini heart attacks because cuuuute

Hanslanda

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #3850 on: August 02, 2012, 11:52:03 pm »

Or bust a move.
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Well, we could put two and two together and write a book: "The Shit that Hans and Max Did: You Won't Believe This Shit."
He's fucking with us.

soulslicerjames

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #3851 on: August 02, 2012, 11:54:44 pm »

I'm imagining it mostly being bones forged onto metal plates purely for intimidation purposes, but thats mainly due to the problem of how little protection it could provide otherwise.  (for example, I believe the only hard part of bypassing the ribcage would be how you can't see where it is under all the flesh)

Or bust a move.

Are we bringing in Manamaids now?
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Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #3852 on: August 02, 2012, 11:55:29 pm »

Too easy with axes to be honest. hence the whole  limited number of none pikes we were supposed ot have -_-

Xahnel

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #3853 on: August 03, 2012, 12:00:34 am »

@Mr Frog: give them the ability to convert more that dwarves. Give the different types of spawn different natural abilities. And make those infection forms. You wanna make the spawn scary? The ability to instantly convert any creature into a spawn should be nice and scary. And make them steal things, just so they will take the possessions of the migrant and trader caravans, and leave nothing behind when they ambush those groups, thus making the fortress poorer.
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Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #3854 on: August 03, 2012, 12:03:32 am »

They already are infectious and do in fact steal shit.
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