Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Slipping on slippery things.  (Read 1206 times)

Liamar

  • Bay Watcher
    • View Profile
Slipping on slippery things.
« on: December 22, 2016, 08:19:59 am »

Search found it's been mentioned in passing in non-dedicated threads so I thought I'd make one.

Simple suggestion; slipping on slippery things.

That would include spilled fat or soap or food, mud and wet stones (when raining and after hydraulic disasters), blood, vomit, organs, body-parts, and of course, ICE!
Increased chance when walking backwards(if that were a thing. That should be a thing) walking on slopes and ramps, less so stairs. Affected by all sorts of skills and stats.

The consequences:

  • Keeping the fortress clean is now important.
  • Using slippery surfaces can be used to defend the fortress, eg. narrow, vomit-covered bridge that people slip off of, or organ pits/moats where enemies constantly slip on body-parts and their own vomit induced by the stench of rotting flesh, slowing them down for the crossbowdwarves to pick them off one by one.
  • Extra practice for medical staff thanks to many minor injuries due to falling over.
  • Awesome magic types like freezing the ground to have the enemy fall down a cliff, or slid towards other enemies making them fall over too for amazing comedic effect, or conjuring a banana peel. Countless possibilities!
  • Awesome !FUN!, like your legendary blacksmith slipping down a well or down an endless flight of stairs, or a demi-god adventurer breaking his spine while wading through the crap-covered floor of a tavern.
Logged

IndigoFenix

  • Bay Watcher
  • All things die, but nothing dies forever.
    • View Profile
    • Boundworlds: A Browser-Based Multiverse Creation and Exploration Game
Re: Slipping on slippery things.
« Reply #1 on: December 22, 2016, 01:30:15 pm »

There was an idea a while back to make random tripping that, if it happened on stairs, would cause the unit in question to fall all the way or part of the way down (possibly making skill checks to catch themselves with each level fallen), resulting in potentially serious injuries if you had long flights of up/down stairways.  This was connected to an idea to discourage boring fortress designs built around a single shaft full of staircases.

That being said, if slipping is implemented, I think it should be connected to a skill or attribute that can be increased, probably kinesthetic sense (for catching themselves while falling) and observation (for avoiding getting tripped in the first place).  That way legendary fighters or craftsmen would be less likely to randomly trip and cripple themselves than random peasants.

Bumber

  • Bay Watcher
  • REMOVE KOBOLD
    • View Profile
Re: Slipping on slippery things.
« Reply #2 on: December 23, 2016, 04:35:54 am »

There was an idea a while back to make random tripping that, if it happened on stairs, would cause the unit in question to fall all the way or part of the way down...
I thought it was a "feature" that may have been fixed.
« Last Edit: December 23, 2016, 04:41:52 am by Bumber »
Logged
Reading his name would trigger it. Thinking of him would trigger it. No other circumstances would trigger it- it was strictly related to the concept of Bill Clinton entering the conscious mind.

THE xTROLL FUR SOCKx RUSE WAS A........... DISTACTION        the carp HAVE the wagon

A wizard has turned you into a wagon. This was inevitable (Y/y)?

IndigoFenix

  • Bay Watcher
  • All things die, but nothing dies forever.
    • View Profile
    • Boundworlds: A Browser-Based Multiverse Creation and Exploration Game
Re: Slipping on slippery things.
« Reply #3 on: December 26, 2016, 05:05:36 am »

It was, but there were also people who wanted something similar to be put in deliberately, since the workaround (not making long up/down stairways) made for more interesting fortress designs.

Egan_BW

  • Bay Watcher
  • technical difficulties
    • View Profile
Re: Slipping on slippery things.
« Reply #4 on: December 30, 2016, 03:10:03 am »

Central staircase is just a good idea. In fact, I wish that randomly generated dwarf fortresses would have a nice central staircase, would make navigating much easier. :P
Logged
Insatiable consumption. Ceaseless motion. Unstoppable destruction.

pkrums

  • Escaped Lunatic
    • View Profile
Re: Slipping on slippery things.
« Reply #5 on: December 30, 2016, 09:00:23 pm »

Randomly generated dwarves have way better spatial awareness than you, apparently. Also, having started on a fair number of volcanoes, dwarves fall down them sometimes, but not often enough to make it a problem...
Logged

MrWiggles

  • Bay Watcher
  • Doubt Everything
    • View Profile
Re: Slipping on slippery things.
« Reply #6 on: January 08, 2017, 10:15:37 pm »

This sounds like the materiel interaction problem. Where its x^x possible interactions. Including slippery and if the materiel of the foot would give you better traction.


Also, keeping your fort clean is already important.
Logged
Doesn't like running from bears = clearly isn't an Eastern European
I'm Making a Mush! Navitas: City Limits ~ Inspired by Dresden Files and SCP.
http://www.bay12forums.com/smf/index.php?topic=113699.msg3470055#msg3470055
http://www.tf2items.com/id/MisterWigggles666#

Salmeuk

  • Bay Watcher
    • View Profile
Re: Slipping on slippery things.
« Reply #7 on: January 09, 2017, 02:48:45 pm »

This is a good idea! I think it might be more feasible to implement it only in the context of combat. So your dwarves might slip when they dodge, which would finally explain the selfless urge to dodge over cliffs, or maybe they would slip when blocking powerful attacks. Like: the giant's attack is blocked, Urist slips backwards and falls to the ground.

I think that adding a random chance to slip during a normal walk around the fortress might be a bit too much chaos, however realistic it might be.

The associated trait could be something like stability or balance, though tying it in to the already-existing traits would make just as much sense.
Logged

Bumber

  • Bay Watcher
  • REMOVE KOBOLD
    • View Profile
Re: Slipping on slippery things.
« Reply #8 on: January 09, 2017, 05:26:20 pm »

This sounds like the materiel interaction problem. Where its x^x possible interactions. Including slippery and if the materiel of the foot would give you better traction.
Not even close. It's a simple sum of friction constants.
Logged
Reading his name would trigger it. Thinking of him would trigger it. No other circumstances would trigger it- it was strictly related to the concept of Bill Clinton entering the conscious mind.

THE xTROLL FUR SOCKx RUSE WAS A........... DISTACTION        the carp HAVE the wagon

A wizard has turned you into a wagon. This was inevitable (Y/y)?