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Author Topic: Pulleys  (Read 3466 times)

valcon

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Pulleys
« on: November 21, 2007, 06:57:00 pm »

Probably been suggested and might be on the dev list but I haven't finished reading through it.

A pulley would be a great new mechanical tool to add functionality to a fort, a new trap method, new mobility etc:

Things you could do with a pulley:

A crane to move boulders, barrels, maybe even whole workshops

An elevator down a verticle shaft, allowing dwarves to ride to/from their destination levels

A trap to raise and lower heavy objects to extreme heights/depths, then trigger on a pressure plate to drop an object, etc

I'm sure there are plenty of other things you could do with a pulley as well.

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Stij

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Re: Pulleys
« Reply #1 on: November 22, 2007, 07:49:00 pm »

That would be awesome, not to mention very dwarvish. Plus, you could hook them up to a source of power to make them automatic. (sort of like we do with screw pumps now)

Also: Ropes you can tether to things would be nice. Horozontal pulleys, sort of.

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Sean Mirrsen

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Re: Pulleys
« Reply #2 on: November 23, 2007, 12:00:00 pm »

Pulleys or mechanical powersources would be required for drawbridges...
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mickel

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Re: Pulleys
« Reply #3 on: November 26, 2007, 07:37:00 pm »

Indeed. In the case of drawbridges, I suppose pulleys are abstracted into the "mechanisms" used. Though that could be broken down... Especially if you want to make really interesting traps and stuff.
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Stij

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Re: Pulleys
« Reply #4 on: November 26, 2007, 09:25:00 pm »

Indiana Jones-style wall of crushing spikes, anyone?
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Aquillion

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Re: Pulleys
« Reply #5 on: November 26, 2007, 09:44:00 pm »

The problem with elevators (and many of the other things suggested) is that dwarves won't be smart enough to use them, at least not for a while yet.
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Sean Mirrsen

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Re: Pulleys
« Reply #6 on: November 27, 2007, 11:42:00 am »

If DF was made with the Siege engine, it wouldn't be a problem. I think.


The general idea is that an elevator would have to be either manually operated (meaning player-triggered), or replace the stairs - for which I see no reason whatsoever currently.

A manually operated elevator would work like this - player orders a level pulled - lever is cunningly located in a niche accessible only from elevator - dwarf pulls lever - elevator closes and starts moving - dwarf panics - dwarf gets unhappy - dwarf tantrums - dwarf throws one of his socks - elevator is destroyed - dwarf is 21 levels above rock floor - dwarf *splat*.
Or with a happier ending.  :)

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valcon

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Re: Pulleys
« Reply #7 on: November 27, 2007, 11:48:00 am »

You guys are all worried about gameplay and powerleveling and being the most happy dwarves etc as if it gives you some kind of bonus ...

I don't care if 4 dwarves get crushed and 1 goes crazy every time the elevator gets used, it's all in the name of the FORT!!

Also, its just for fun :P

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darkrider2

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Re: Pulleys
« Reply #8 on: August 22, 2009, 12:58:28 pm »

if you can do it in a well then why not with a dwarf?

I don't care if stairs are better then elevators in DF, it would still be fun, and you could make lifts like they have at construction sites allowing you to move a bunch of things up a ton of levels without having a fortress full dwarfs make a million trips to haul all that magnetite up.

Quote
A manually operated elevator would work like this - player orders a level pulled - lever is cunningly located in a niche accessible only from elevator - dwarf pulls lever - elevator closes and starts moving - dwarf panics - dwarf gets unhappy - dwarf tantrums - dwarf throws one of his socks - elevator is destroyed - dwarf is 21 levels above rock floor - dwarf *splat*.

losing is fun
« Last Edit: August 22, 2009, 01:00:13 pm by darkrider2 »
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Simmura McCrea

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Re: Pulleys
« Reply #9 on: August 22, 2009, 02:29:13 pm »

A trap to raise and lower heavy objects to extreme heights/depths, then trigger on a pressure plate to drop an object, etc<P>
[/quote]
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LegoLord

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Re: Pulleys
« Reply #10 on: August 22, 2009, 02:48:08 pm »

Indeed. In the case of drawbridges, I suppose pulleys are abstracted into the "mechanisms" used. Though that could be broken down... Especially if you want to make really interesting traps and stuff.
Yes, actually, I believe that's the plan.

To the OP:  There are two very helpful things that help with searching for past suggestions - ctrl + f (dev page) and the search bar (old threads - searching from the currently viewed board makes it look only through that board).  You don't need to read through the entire development page or comb through the entire suggestions subforum.
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Sean Mirrsen

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Re: Pulleys
« Reply #11 on: August 22, 2009, 02:50:00 pm »

You people do realise this thread was just under two years old, right?
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Luke_Prowler

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Re: Pulleys
« Reply #12 on: August 22, 2009, 02:56:10 pm »

Necro is better than making another topic.

I approve, by the way.
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Sean Mirrsen

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Re: Pulleys
« Reply #13 on: August 22, 2009, 03:15:44 pm »

I think most of this is/was covered in the existing "Additional Mechanics/Traps Wishlist" thread. I approve of diversifying the mechanisms as well.
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"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
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alfie275

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Re: Pulleys
« Reply #14 on: August 22, 2009, 06:44:35 pm »

Moveable tiles FTW, they are required for this sort of stuff, oh and for giant elf killing tank fortress turtles tortoises.
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