Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2

Author Topic: Catapult Cave in Damage  (Read 1287 times)

YojimboUsaka

  • Bay Watcher
    • View Profile
Catapult Cave in Damage
« on: June 12, 2008, 11:13:00 pm »

Was playing around with the idea of improving the catapult.  Currently it is only really useful when training siege engineers.  Came up with 2 ideas.

1. Stone travel in an arc.  The formula for calculating the trajectory of an object through 3d space is not that hard given force and angle (would be fun to pu this in manually and let'er rip.)  I am sure this is planned eventually so no big deal.

2.  Area of Effect - It seams the mechanics for this are already in the game.  After a few cave ins I thought that you could use the same effect for a catapult stone landing.  Just have a cave in happen in the square just above where the stone would land.  The bigger the catapult the bigger the cave in. (reason to make bigger and better catapults, trebuchet anyone?)  You have people thrown about, debris everywhere and minor damage all around.  AND if it happens to land on a floor with nothing underneath it you get a nice cascade floor failure for bonus damage.

Random thoughts way late at night.

Logged

Tamren

  • Bay Watcher
  • Two dreams away
    • View Profile
Re: Catapult Cave in Damage
« Reply #1 on: June 12, 2008, 11:24:00 pm »

Having the cave in rubble effect where a catapult stone lands would be FANTASTIC. Even if the "deadly" radius is only 3X3 it would turn the current useless catapults into a devastating siege weapon!

Now all we need is catapults that can fire over obstacles and target things on other Z levels. Same with balistas come to think of it.

Logged
Fear not the insane man. For who are you to say he does not percieve the true reality?

Align

  • Bay Watcher
    • View Profile
Re: Catapult Cave in Damage
« Reply #2 on: June 13, 2008, 04:47:00 am »

Oh shit that sounds so awesome, when can we see it?
Logged
My stray dogs often chase fire imps back into the magma pipe and then continue fighting while burning and drowning in the lava. Truly their loyalty knows no bounds, but perhaps it should.

Fishersalwaysdie

  • Bay Watcher
  • Slayer of Threads
    • View Profile
    • http://chupacabra
Re: Catapult Cave in Damage
« Reply #3 on: June 13, 2008, 04:04:00 pm »

This has my support.
Logged
Cannot find self-destruction button, could have sworn it's somewhere here...

Keldor

  • Bay Watcher
  • Blood for the blood god!
    • View Profile
Re: Catapult Cave in Damage
« Reply #4 on: June 13, 2008, 04:25:00 pm »

Just think - then you'd get a "section of the cavern has collapsed" message, and would be zoomed to where each rock landed every time the catapult was fired.....
Logged
If ignorance is bliss, why are my dwarves all tantruming?

SHAD0Wdump

  • Bay Watcher
  • Hiding in SPAAACE!!!
    • View Profile
Re: Catapult Cave in Damage
« Reply #5 on: June 13, 2008, 04:27:00 pm »

A little coding could fix that...
Logged

Align

  • Bay Watcher
    • View Profile
Re: Catapult Cave in Damage
« Reply #6 on: June 13, 2008, 04:29:00 pm »

All the more satisfying.
SMAAAAAAAAAAAAAAAAAAAAAAASH!
Logged
My stray dogs often chase fire imps back into the magma pipe and then continue fighting while burning and drowning in the lava. Truly their loyalty knows no bounds, but perhaps it should.

Techhead

  • Bay Watcher
  • Former Minister of Technological Heads
    • View Profile
Re: Catapult Cave in Damage
« Reply #7 on: June 13, 2008, 04:32:00 pm »

The arc might not be necessary, I always imagined that the DF catapults seem to be designed for a low, near horizontal arc so that they are entirely usable in caves.
The boom-smash, now THAT is nice.
All it needs now is for the ability to designate a target area for continuous bombardment.
Logged
Engineering Dwarves' unfortunate demises since '08
WHAT?  WE DEMAND OUR FREE THINGS NOW DESPITE THE HARDSHIPS IT MAY CAUSE IN YOUR LIFE
It's like you're all trying to outdo each other in sheer useless pedantry.

YojimboUsaka

  • Bay Watcher
    • View Profile
Re: Catapult Cave in Damage
« Reply #8 on: June 13, 2008, 04:44:00 pm »

You could leave the setting of [load, fire, ignore] set up and add [angle, power, elevation].  The skill of the siege operator would put a +/- variable in there.  The better skill the less variation.  AND they would just launch away until you tell them to stop.  AND still a useful way of getting rid of stone.

We could then do our own version of Scorched Dwarf!

Yoj

Logged

FunkyBomb

  • Bay Watcher
    • View Profile
Re: Catapult Cave in Damage
« Reply #9 on: June 13, 2008, 11:18:00 pm »

Maybe catapulted stones could tumble for a distance when they hit the ground, instead of just stopping there, unless they do this already and I was simply unaware.

Or we could have dwarves break up stones into smaller stones, suitable for grapeshot.

Logged

Mechanoid

  • Bay Watcher
  • [INTELLIGENT]
    • View Profile
Re: Catapult Cave in Damage
« Reply #10 on: June 14, 2008, 12:02:00 am »

seconding more kick-ass effects for catapult stones hitting the ground

edit - also, totems as catapult ammunition to make invaders unhappy/scared

[ June 14, 2008: Message edited by: Mechanoid ]

Logged
Quote from: Max White
"Have all the steel you want!", says Toady, "It won't save your ass this time!"

Asehujiko

  • Bay Watcher
    • View Profile
Re: Catapult Cave in Damage
« Reply #11 on: June 15, 2008, 03:18:43 pm »

Wouldn't it be a better idea to designate a "target area" and have the accuracy of the shots depend on the skill of the shooter?

a dabbler might send the object 25 tiles off but a legendary+5 should be able to always hit within 5 tiles.
Logged
Code: [Select]
Tremble, mortal, and despair! Doom has come to this world!
.....EEEE..E..E.E...EEE.EE.EE.EEE.EE..EE.EE.E.EE.EE.E.EE.
......E..EE.EE.EE.EE..E...EEEE..E..E.E...EEE.EEE...E.EEE.
.☺..EE.E...E.EE.EE...E.EE..E..EE.EE.EE.EE..E...EE.EE..E.E
.....E..E.E.E.E.E.EE.E.E.EE.E...E.EE.EE...E.EE.EE.EEE...E
....E.EE.EEE.EE..EE.EE.E..EEEE..E..E.E...EEE.EEE..E.E..EE

Techhead

  • Bay Watcher
  • Former Minister of Technological Heads
    • View Profile
Re: Catapult Cave in Damage
« Reply #12 on: June 15, 2008, 04:02:18 pm »

I think the deviation should depend on distance, the farther the shot, the larger the misses.
Perhaps you could even skew it based on general wind direction (8-way) and speed (0-20-40) if they are fired outdoors.
Logged
Engineering Dwarves' unfortunate demises since '08
WHAT?  WE DEMAND OUR FREE THINGS NOW DESPITE THE HARDSHIPS IT MAY CAUSE IN YOUR LIFE
It's like you're all trying to outdo each other in sheer useless pedantry.

Jamuk

  • Bay Watcher
    • View Profile
Re: Catapult Cave in Damage
« Reply #13 on: June 15, 2008, 04:26:05 pm »

Plus, this would set the stage for more exciting sieges later on, as it will have already been implemented.
Logged

Untelligent

  • Bay Watcher
  • I eat flesh!
    • View Profile
Re: Catapult Cave in Damage
« Reply #14 on: June 15, 2008, 08:19:23 pm »

I support this, especially the cave-in dust/rubble effect. Would give the catapult a reason to use over the ballista, aside from the lack of potention dwarf-kabobs.
Logged
The World Without Knifebear — A much safer world indeed.
regardless, the slime shooter will be completed, come hell or high water, which are both entirely plausible setbacks at this point.
Pages: [1] 2