Now for non-lime mutants, or at least those without that distributed neurology mutation, losing your head should have Fun effects on your intellect and perception stats while it’s regenerating.
The possibility of randomly gaining or losing skill levels would also be an amusing possibility.
[quote=“Random_dragon, post:1841, topic:3101”]Now for non-lime mutants, or at least those without that distributed neurology mutation, losing your head should have Fun effects on your intellect and perception stats while it’s regenerating.
The possibility of randomly gaining or losing skill levels would also be an amusing possibility.[/quote]
Yeah, distro-neurology means that any hit is a head hit, unfortunately. I’d thought I made it harsh enough, but I’m sure it can be made worse if desired.
Also, another dumb idea…automatic rifleman as a profession. Comes with an M249 and the roughly 600 rounds of ammo the AR guy is expected to haul around.
EDIT: Huehuehue.
The Codening Ensues:
{
"type": "profession",
"ident": "fireteamgunner",
"name": "Automatic Rifleman",
"description": "The automatic rifleman is the central fire support element of the modern fireteam, equiped with a light machine gun.",
"points": 5,
"skills": [
{
"level": 2,
"name": "gun"
},
{
"level": 2,
"name": "rifle"
}
],
"items": {
"both": [
"pants_army",
"army_top",
"jacket_army",
"modularvestceramic",
"helmet_liner",
"helmet_army",
"balclava",
"gloves_tactical",
"socks",
"boots_combat",
"m249",
"556",
"556",
"556",
"556",
"556",
"556",
"556",
"556",
"556",
"556",
"556",
"556",
"556",
"556",
"556",
"grenade",
"grenade",
"knife_combat",
"sheath",
"molle_pack"
],
"male": [
"boxer_shorts"
],
"female": [
"sports_bra",
"boxer_shorts"
]
}
},
An idea for a profession. Sad Clown: happy on the outside, sad on the inside. Starts off with a massive morale penalty, to the point where you can’t craft, which would last for several days.
Also, as a result of discussion in another thread, another dumb idea: fire breath mutation, which predictably has Fun effects on your insides when used.
As long as we’re talking about “body part centric combat system” or “material-based item resistance”, then I agree.
But Azathoth save us from crap like:
[ul][li]300 plants with identical stats[/li]
[li]CPU burning temperature flow calculations[/li]
[li]Eternal placeholders for meaningless stuff (like the alchemy skill, which exists since early 3D DF and still does nothing)[/li]
[li]Tons of skills that do next to nothing (a separate skill just to perform CASTRATIONS faster)[/li]
[li]Purely grindy skill leveling[/li]
[li]Labyrinth-like automatically generated locations[/li]
[li]Panicking AI that makes creatures ignore the best escape routes[/li]
[li]The disregard for optimization that makes the game require a better CPU than the majority of new huge budget games[/li][/ul]
As much as I respect Toady for “living the dream” and creating what he wants, I wouldn’t recommend anyone to try to imitate him. If he cared a bit more about game design, he would be a millionaire on permanent vacations like Notch. He could still develop DF, just from a mansion in some exotic country.
Not that I’m saying Notch is an expert on game design. He just took Toady’s (and also some other people’s) ideas and turned them into money. A giant pile of money.
I was mainly thinking more hilarious stunts resulting from physics and/or AI gone wrong. Though the NPCs already provide PLENTY of the latter. >w>
Also, while we’re at it…yes, a Gelding skill would be hilarious. Too bad in DF that skill doesn’t seem to affect the odds of randomly gelding enemies in combat, only gelding from workshops in Fortress Mode. o3o
Alchemy also works wonders for Elven Enclave mods. Lot more accessible than the even less useful Druid skill, which doesn’t have a labor to toggle.
As long as we’re talking about “body part centric combat system” or “material-based item resistance”, then I agree.
But Azathoth save us from crap like:
[ul][li]300 plants with identical stats[/li]
[li]CPU burning temperature flow calculations[/li]
[li]Eternal placeholders for meaningless stuff (like the alchemy skill, which exists since early 3D DF and still does nothing)[/li]
[li]Tons of skills that do next to nothing (a separate skill just to perform CASTRATIONS faster)[/li]
[li]Purely grindy skill leveling[/li]
[li]Labyrinth-like automatically generated locations[/li]
[li]Panicking AI that makes creatures ignore the best escape routes[/li]
[li]The disregard for optimization that makes the game require a better CPU than the majority of new huge budget games[/li][/ul]
As much as I respect Toady for “living the dream” and creating what he wants, I wouldn’t recommend anyone to try to imitate him. If he cared a bit more about game design, he would be a millionaire on permanent vacations like Notch. He could still develop DF, just from a mansion in some exotic country.
Not that I’m saying Notch is an expert on game design. He just took Toady’s (and also some other people’s) ideas and turned them into money. A giant pile of money.[/quote]
z levels and people management. thoughts needs etc.
I dream of a survivor town managed by yours truely.