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Author Topic: Terrible Suggestions Thread  (Read 476024 times)

scourge728

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Re: Terrible Suggestions Thread
« Reply #255 on: February 20, 2019, 10:32:48 pm »

Also, building off the whole artifacts thing: due to their esoteric design and construction (and the often-bonkers nature of their creators), it's impossible to tell what an artifact actually does until you pump it full of magma and power it up.  Will it be a helpful mechanical drone with the stats of a legendary miner?  Or an autonomous killbot with adamantine armor and weapons?  A pair of instant-transport portals?  Or a laser plasma super-magma-powered mining drill that, upon activation, instantly drills a ten-block-wide hole straight down through the roof of the circus?  Only one way to find out!
They're also insanely complex, so unless the operator is a Legendary+5 Mechanic AND Legendary in all relevant scholar skills (Mathematician, Optics engineer, etc.), the superartifact has a 90% chance of failing catastrophically. For player convenience, Dwarves are automatically assigned to this task and cannot be prioritized by skill or pathing.
And indeed, just like in real life, the least competent dwarves are prioritized for operating the thing that could kill everyone.

Kyubee

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Re: Terrible Suggestions Thread
« Reply #256 on: February 20, 2019, 11:44:43 pm »

Also, building off the whole artifacts thing: due to their esoteric design and construction (and the often-bonkers nature of their creators), it's impossible to tell what an artifact actually does until you pump it full of magma and power it up.  Will it be a helpful mechanical drone with the stats of a legendary miner?  Or an autonomous killbot with adamantine armor and weapons?  A pair of instant-transport portals?  Or a laser plasma super-magma-powered mining drill that, upon activation, instantly drills a ten-block-wide hole straight down through the roof of the circus?  Only one way to find out!
They're also insanely complex, so unless the operator is a Legendary+5 Mechanic AND Legendary in all relevant scholar skills (Mathematician, Optics engineer, etc.), the superartifact has a 90% chance of failing catastrophically. For player convenience, Dwarves are automatically assigned to this task and cannot be prioritized by skill or pathing.

Hopw catastrophic? Just a portal to hell? spontaneously conjured bronze colossi? opening portals to both hell AND heaven to have angels AND demons (both hostile towards dorfs) duking it out for eternity within your base? Just plain nuclear detonation? Specifics, man!
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Re: Terrible Suggestions Thread
« Reply #257 on: February 21, 2019, 02:30:22 am »

Hopw catastrophic? Just a portal to hell? spontaneously conjured bronze colossi? opening portals to both hell AND heaven to have angels AND demons (both hostile towards dorfs) duking it out for eternity within your base? Just plain nuclear detonation? Specifics, man!
Well, obviously, that varies between artifacts. If they try to use Centerpoint Station, for example, your dwarves might ram the entire worldgen into a quasar, but if they activate Numidium, they're just as likely to erase themselves from the continuity of time.
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IndigoFenix

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Re: Terrible Suggestions Thread
« Reply #258 on: February 21, 2019, 02:59:06 am »

Add in a spell that works like Balefire from Wheel of Time. Destroying someone or something with it removes them from history, and also undoes any events that they did. Everyone they killed comes back to life. Every item they created is eliminated. If they created a weapon that was used to kill someone, everyone it killed comes back to life. Any children of removed people are also removed. If an eliminated person started a war, people killed in that war are also brought back. If they founded a city, that city ceases to exist and anything that happened in that city is undone...

The funny thing is that given how detailed and intertwined the history of everything is in DF, this could actually be done. It wouldn't generate many new events from the people brought back to life, but Balefire didn't really do that in WoT either.

Criperum

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Re: Terrible Suggestions Thread
« Reply #259 on: February 21, 2019, 03:50:00 am »

But doesn't it make a paradox? Deleted person never was a victim of a spell mean it never was deleted.
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methylatedspirit

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Re: Terrible Suggestions Thread
« Reply #260 on: February 21, 2019, 04:35:22 am »

Consider a war lasting 800 years between goblins and dwarves. Casting the spell at the goblin that started the war would now mean that those killed in the war are now alive. Every revived person now has the ability to do stuff that will affect the world in some way. The game is now forced to catch up on 800 years of actions.
What if, somewhere during that process, all dwarves get killed through another war, and the caster is a dwarf? Does the caster cease to exist, therefore the spell could not have been casted due to the impossible nature of the caster? Which, would conflict with the fact that the spell was casted. Keep in mind, both of these notions are somehow simultaneously true, yet mutually exclusive.
« Last Edit: February 21, 2019, 04:48:58 am by methylatedspirit »
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Criperum

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Re: Terrible Suggestions Thread
« Reply #261 on: February 21, 2019, 04:56:14 am »

Ok. Just simulate multiversal worlds with all possible outcomes existing at the same time and give the player a way to travel between them. Possible meeting alternative themselves who are controlled by alternative player irl
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methylatedspirit

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Re: Terrible Suggestions Thread
« Reply #262 on: February 21, 2019, 05:02:17 am »

Possible meeting alternative themselves who are controlled by alternative player irl
This is getting way too meta for me.
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delphonso

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Re: Terrible Suggestions Thread
« Reply #263 on: February 21, 2019, 08:58:58 am »

Dwarf Forums

A new building can be constructed - a message board. Dwarves go there to post complaints about the fortress, how to improve it, and what they'd like to see. Of course, this goes out of hand quickly and dwarves start arguing about politics, getting overly philosophical, and debating religion. Soon every dwarf has a negative thought about what some other dwarf has said, or that not enough people are liking their posts.

Criperum

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Re: Terrible Suggestions Thread
« Reply #264 on: February 21, 2019, 09:25:26 am »

Dwarfs with specific traits start to "improve" the fortress according to their own vision. Of course they do not count whether it is good for the fortress in general or not. And of course they don't have skills to do it right. Like so dwarf wanted a well, he wrote a complaint, after it was ignored he just dug his own well drowning the whole fortress in process.
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spazyak

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Re: Terrible Suggestions Thread
« Reply #265 on: February 21, 2019, 09:31:49 am »

Urist McAngry wants obsidian casting chamber
Urist McAngry cancels dig, building obsidian casting chamber
!!Urist McAngry!! cancels build obsidian casting chamber, on fire
Urist McAngry has been found dead, melted.
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neutrino431

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Re: Terrible Suggestions Thread
« Reply #266 on: February 21, 2019, 10:38:09 am »

Dwarves can trip. Tripping is more common when carrying heavy objects or moving over rough stone. If a dwarf trips on rough stone, there is a chance they will get an injury. If a dwarf trips on rock salt and bleeds, they will be in excruciating pain for a while. Dwarves will be very self conscious after tripping, and will get a negative thought. The effect is multiplied if the dwarf trips around other dwarves. Objects carried by dwarves who trip may break or hit the dwarf, causing massive emotional and physical damage. Broken objects will stay on the ground for a while, raising the chance of tripping and cutting dwarves feet.
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Re: Terrible Suggestions Thread
« Reply #267 on: February 21, 2019, 10:06:49 pm »

Slipping, which is like tripping, but localized to tiles that have spilled fluids on them (like, say, the blood and tears of a dwarf injured from a fall). Unless your dwarves are wearing artifact boots, there's a very high chance that they will slip on wet surfaces and slide into the first solid obstacle they encounter with the equivalent force of a runaway iron minecart.

Workplace accidents: Every time a dwarf does a job in a workshop, there's a 5% minimum chance (15% if magma-powered) that they will suffer a serious injury in the process. This increases by another 5% for every level of clutter.

Labour unions: If 15 or more dwarves have the same labour enabled, they will automatically unionize. Union metalsmiths will refuse to do any job at a forge unless every forge in your fort is at least 70% safe. Union builders will suspend all outdoor constructions when it rains. They also work twice as slow.

Temps: Travelling elves and goblins looking for work. You can assign them to tasks that union workers won't do, but they increase the likelihood of accidents, have a 20% chance of doing the wrong job entirely, and instead of quality modifiers, they produce items with levels of wear.
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Criperum

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Re: Terrible Suggestions Thread
« Reply #268 on: February 22, 2019, 04:40:13 am »

Speaking of cluttering. With every level of it there is an increasing chance if being littered with all stuff in the workshop. On high levels of cluttering it will cause breathing troubles because the dwarf is covered with items. And of course al lot of items just roll around the work place in like 10 tiles around
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methylatedspirit

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Re: Terrible Suggestions Thread
« Reply #269 on: February 22, 2019, 04:44:37 am »

And of course al lot of items just roll around the work place in like 10 tiles around
An item that is rolling is treated as a projectile, and will mostly injure the legs and feet of its victims.
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