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ranged weapons with ammo

Posted:
05 May 2012, 16:13
by xahodo
So, in order to make combat more difficult a creature using a ranged weapon (either thrown or launched (in whatever way)) could have a limited amount of ammo, once its ammo runs out, it needs a refil. Depending on the creature it either goes of to get the ammo itself (in the armory) or signals a worker to get the ammo for it. This can be an additional source of anger... or not (depending on the creature).
Re: ranged weapons with ammo

Posted:
05 May 2012, 17:42
by Skorpio
That sounds interesting. Maybe all weapons could also have a limited durability, so that you have to constantly create new weapons for your creatures. Then iron and wood would be interesting as resources. However, such complicated supply chains could lead to too much micro management (and would make OpenDungeons more Dwarf Fortressish (what could be cool

)).
Re: ranged weapons with ammo

Posted:
05 May 2012, 20:06
by paul424
Well actually my first though at war machines was that unlike in other games , each of them should have an operator , which could be any type of monster capable of doing so.
Re: ranged weapons with ammo

Posted:
05 May 2012, 21:48
by svenskmand
Sounds like it could very easily become a micro nightmare :S
Re: ranged weapons with ammo

Posted:
06 May 2012, 09:17
by Danimal
Do we have war machines or even need one?
Re: ranged weapons with ammo

Posted:
06 May 2012, 15:41
by Skorpio
I guess at some point (in the far future) we will have to fork OpenDungeons into a macro management oriented Dungeon Keeper-like version and a Dwarf Fortress-like simulation with lots of micro management. I'd like to see both, but at the moment we should probably focus on macro management.
Re: ranged weapons with ammo

Posted:
06 May 2012, 20:19
by svenskmand
That could be interesting. But as development has been slow, I agree that we should focus on our current goals of having a casual gameplay, which is also most true to DK which is probably the most important reason we are even talking here

Re: ranged weapons with ammo

Posted:
08 May 2012, 05:38
by xahodo
The reason dungeon keeper is so much fun is exactly because you have so little control over what your creatures do; they do everything automatically. So, what Micromanagement?
On top of that, in dungeon keeper you had only two resources: mana and gold. In the blacksmith (used to build traps and doors) you paid for traps using gold (iron, wood, rock are never used). So, ammo could cost gold and could come from the armory (along with being a source for other (legendary?) weapons).
A naga could be interested in this room. Part human, part snake these creatures can transform between human form, snake form and naga form (half human, half snake). Because they slide, they are véééry silent during combat and choose to attack their opponents from behind. The level 4 ability should be the snake form (for quick attacks and a fast escape) and level 8 ability should be human form (to be able to seduce enemy creatures).
Re: ranged weapons with ammo

Posted:
08 May 2012, 13:14
by Danimal
While i like the naga, better to let it as a half human/snake, im not fond of transforming creatures, except the way its done in dk1, when certain creatures surpased lv10 they became others Ex. demon spawn-> dragon , thief->knight