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Author Topic: A (sort of) small list  (Read 675 times)

AlanL

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A (sort of) small list
« on: February 15, 2007, 07:03:00 pm »

Heres a small list of suggestions, some of which are probably suggested before but oh well

-Miners don't get drowned or burned in channels that they've just made

This is more of a seconding, its occasionally a pain to not be able to safely make active channels.

-A substitute for Tantrum: On Strike

Perhaps instead of throwing stuff and pissing people off, very unhappy dwarves could go on strike, and perhaps incite other dwarves into doing the same. This means in an unhappy fort your entire operation could grind to a hault as everyone goes on strike. You could use military to silence the strikers, but doing so would create an unhappy thought in EVERY dwarf. A strike would end in one of 2 cases: necessity forces the dwarf to stop and obay, the threshold here would depend on how unhappy a dwarf is, a dwarf who is merely Unhappy might take up a sign for a bit then stop when (s)he has made the point and is running low on cash. A Miserable dwarf could go on an honest hunger strike because (s)he would probably starve anyway. The second strike ender would be if necessity forces YOU to stop and obay, say if you're about to be seiged and your only armor smith goes on strike, and you dont have enough armor for your troops, you might find yourself having to give the dwarf what (s)he wants.


-The opposite extreme: honest motivation

All ecstatic dwarves work at twice the rate as content dwarves.


-Slaves

Kobold and Goblins cought in cages could be, with the use of a Rope and/or Chain, and someone with the animal training skill, turned into slaves, who will work in any conditions without complaint or tantrum, until the day they starve.


-Native wrestling damage

This would make some creatures automatically damage you each time they make a wrestling move on you or you on them, this would be useful for fire/magma men, and any other creatures that would cause harm by touching anything. This could be a part of regular creature raws, the damage type and name of the damage, much like an attack string but using the wrestling situation for origin/hit location info instead of preset types and random number generation.


-Limiting of where attacks can hit

It's a bit of a stretch of the imagination to see how something could punch you in the foot if you're both standing up streight. Plus, some creatures tend to attack certain body parts, for instance, a Jaguar should have a tendency to start off its attacks with knocking you over and biting you in the neck if it comes from behind.


-Year displacement

This is more of something that would be cool-but-generally-useless. When modding, you could create a file with a year displacement. So say, if youre making a bronze age mod, you could put -2000 into it, making the starting year -950, or if youre making an industrial age mod, 800 as a displacement would put the starting year at 1850. It's simple addition to the number seen on the screen.


-Moddable processes

This could be a raw, you could have the building name, process name, ingrediants, products.

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Eiba

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Re: A (sort of) small list
« Reply #1 on: February 16, 2007, 12:40:00 am »

quote:
-Slaves
   
Kobold and Goblins cought in cages could be, with the use of a Rope and/or Chain, and someone with the animal training skill, turned into slaves, who will work in any conditions without complaint or tantrum, until the day they starve.

Hell yes- it would fit in nice with the army arc (a good reason to send out armies: labor).

I disagree strongly with the implementation though- it should be really hard to manage slaves, and there should always be the threat of a slave rebellion or (more likely for moderate-scale slavery) escapes. They'd probably do a check periodically to see how likely an escape attempt/revolt would be to succeed (determined by how deep in the fortress they are, nearby military units, shackles?), check this against a desperation stat (determined by how well they're treated), and go from there.

They'd probably only be good for hauling, mining (finding the magma flow would be oh so much more fun if it's an incinerated goblin), and farming (perhaps cooking), anything else would really be too specialized.

Perhaps overseer (new profession) dwarves would be required to manage slave gangs. You’d assign slaves to him like dogs, and the slaves would do whatever he was set to do, and he’d scowl at them and crack his whip instead of working (ooh- an actual reason to make whips!) You could assign actual war dogs to the overseer as well for added motivation.

Once pack animals/wheelbarrows are implemented, slaves could be "used" by a dwarf in the same way to haul goods, so for instance an architect accompanied by several slaves could deliver the materials to a building site much more quickly... I suppose the extent of this would be determined by the extent of the carrying system.

I suppose you'd be able to enslave any race, but at the risk of seriously pissing of whomever you enslave... I suppose that would make kobolds the most tempting slaves (as to my knowledge they don't have armies at all), which would be balanced by the fact that they're weaker than most... Maybe elves wouldn't work well underground, to balance the fact that they don't ever properly siege- they'd be able to rescue any outdoors-type slaves gathering plants or cutting down trees (because what could be more delightfully cruel than forcing an elf to cut down trees?)

So many possibilities...

In the end it would both provide a great incentive for foreign wars as well as for a standing military at home- both of which I don't see my fortress benefiting from at all currently. I'd also be really, really cool.

Of course the above detail reflects my personal ideal, and is certainly not the only way this idea could be implemented well... I don’t see how any implementations of slavery could go far wrong...
I also don't mean to hijack this topic; it seems I got rather carried away.

One last thought- I always thought if you went through the trouble of catching and training a gremlin it should at least pull switches for you...

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Rooster

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Re: A (sort of) small list
« Reply #2 on: February 16, 2007, 02:29:00 pm »

quote:
-Moddable processes

This could be a raw, you could have the building name, process name, ingrediants, products.


I've suggested the same^^.


quote:
-Limiting of where attacks can hit
It's a bit of a stretch of the imagination to see how something could punch you in the foot if you're both standing up streight. Plus, some creatures tend to attack certain body parts, for instance, a Jaguar should have a tendency to start off its attacks with knocking you over and biting you in the neck if it comes from behind

quote:
-Native wrestling damage
This would make some creatures automatically damage you each time they make a wrestling move on you or you on them, this would be useful for fire/magma men, and any other creatures that would cause harm by touching anything. This could be a part of regular creature raws, the damage type and name of the damage, much like an attack string but using the wrestling situation for origin/hit location info instead of preset types and random number generation.

Nah. Did you ever saw Jackie Chan in action?
He comes out kicking and punching in the most incredible way I've ever saw! Toady already plan making more wrestling moves,
and a good fighter would kick someone "below the belt" just to catch his enemy off balance! Unfortunately we can't kick right now.

quote:
-A substitute for Tantrum: On Strike

Perhaps instead of throwing stuff and pissing people off, very unhappy dwarves could go on strike, and perhaps incite other dwarves into doing the same. This means in an unhappy fort your entire operation could grind to a hault as everyone goes on strike. You could use military to silence the strikers, but doing so would create an unhappy thought in EVERY dwarf. A strike would end in one of 2 cases: necessity forces the dwarf to stop and obay, the threshold here would depend on how unhappy a dwarf is, a dwarf who is merely Unhappy might take up a sign for a bit then stop when (s)he has made the point and is running low on cash. A Miserable dwarf could go on an honest hunger strike because (s)he would probably starve anyway. The second strike ender would be if necessity forces YOU to stop and obay, say if you're about to be seiged and your only armor smith goes on strike, and you dont have enough armor for your troops, you might find yourself having to give the dwarf what (s)he wants.


Humans do that and real dwarf will never do that! Thez never obez anz nobles,king,even some stupid sheriff who might be well...
...corupted. This is the waz of a dwarf-hard life    

quote:
 -Slaves

Kobold and Goblins cought in cages could be, with the use of a Rope and/or Chain, and someone with the animal training skill, turned into slaves, who will work in any conditions without complaint or tantrum, until the day they starve.


Another human evil!!! I wouldn't do this even to my worst enemy,but slavery could be a dwarf noble priority. They could buy slaves from humans (or get them from those pesky goblins that stepped on cage trap),and use them for their own ehm...
...intentions... (half dwarfs maybe^^?If you know what i mean.)

This is the good-bad meter (those on right are the most evil inteligent race!)

elves-dwarfs-humans-kobolds-goblins-ELEPHANTS!!!

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Fieari

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Re: A (sort of) small list
« Reply #3 on: February 16, 2007, 03:44:00 pm »

I'd nudge the elves over several notches there... going to war over a freakin' tree sounds damn evil to me.  Of course, elephants are still the scourge of the earth.  I'd put elves as only slightly better than kobolds.  Maybe worse, as kobolds only offer petty nuisance, while elves offer interference in critical areas.

I definitely support slavery in DF.  I'd keep the interface pretty simple, in that you can simply set the slaves to do various jobs, but they will rebel unless you have enough slavemasters (with whips! I like that idea too!) to keep watch on them.  It could be another efficiency issue; if slaves have to be whipped every so often to keep 'em loyal, then managing traffic, areas of work, and so on would need to be balanced with varying numbers of slavemasters.

They should have a moral penalty to work, of course, making them, I don't know, half as efficient as their skill level?

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Draco18s

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Re: A (sort of) small list
« Reply #4 on: February 19, 2007, 02:11:00 am »

quote:
Originally posted by Eiba:
<STRONG>(because what could be more delightfully cruel than forcing an elf to cut down trees</STRONG>

That just made my day.  :D

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