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My New Idea Creature Idea - Dwarven Sapper
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Xaos Offline
Digger of the depths

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Post: #1
Creature Idea - Dwarven Sapper
Hello all,

I was playing around the other day and was realizing that there is a lack of variety to the enemies coming down from topside. I had an idea for a new 'good guys' creature:

Dwarf Sapper.

Fighting: weak
Moving Speed: fast (underground only maybe? Dwarven stone affinity...)
Ability 1: cause random cave-ins
Ability 2: Build their own ladders (so they can't get trapped by their own cave-ins).
- Not attacked by trogasaurs (not sure how the factions are set as I have never seen topside enemies and random npc creatures interact)

I was trying to think of something that would be fairly easy to implement (as cave-ins and ladders are already in the game).

What do you think?
(This post was last modified: 30-10-2015 09:45 PM by Sebt.)
30-10-2015 11:25 AM
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simrobert2001 Offline
Dungeon Lord

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Joined: May 2015
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Post: #2
RE:
Well, what gameplay value would these cave-ins have? Is it a sort of crowd damage? Or does it act like a cave in now, and REALLY affect the terrain?
31-10-2015 12:46 AM
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Xaos Offline
Digger of the depths

Posts: 92
Joined: Aug 2015
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Post: #3
RE: Creature Idea - Dwarven Sapper
(31-10-2015 12:46 AM)simrobert2001 Wrote:  Well, what gameplay value would these cave-ins have? Is it a sort of crowd damage? Or does it act like a cave in now, and REALLY affect the terrain?

I envision the cave ins exactly as they are now. The value would be totally messing up sections of your dungeon.
31-10-2015 01:54 AM
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MushyroomMan Offline
The Mushroom Man

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Post: #4
RE:
sounds awesome i personaly hated the sappers in orcs must die and this would be the same kinda pesky unit wewould be rushing to ty to get rid of instead of locking a door and hiding in your dungeon until they bust through the next door
(and im back i kinda vanished from the site sorry)
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03-11-2015 02:00 AM
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Mello Tonin Offline
Guru O' Mello

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Post: #5
RE:
It's all good, and welcome back MushyroomMan!

I don't know if I like the idea of a cave-in being caused as they do now when digging, but at the very least it could cause fill dirt to fill in the area they affect. This way you don't get the possibility of Sapper Rushes disrupting attack and defense strategies because the ground has been too greatly altered, and while the sappers sent against a wall would take out the fortification, it would require a team of diggers to come dig out the fill. The advantage of sappers would be that they destroy fortifications (and an added bonus could be that the wall they were attacking didn't get filled in by fill dirt to prevent quickly rebuilding the fortifications), and this would allow the opportunity to dig into a weakened dungeon wall.
03-11-2015 06:58 AM
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Rasmus Offline
Main developer of Dwelvers
Dwelvers Developers

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Post: #6
RE:
How about making some sort of kamikaze creature out of him? And he could trigger a cave in when exploding. Either way I am a little bit worried about the cave-in feature as it can really mess up the dungeon and is really hard to defend against. So either as Mello said just destroy fortifications and / or walls (but this is not that efficient in the game atm because fortifications don't do much atm) or make them a one timer as kamikaze.

One thing that amused me a little when reading this is that if we have a top side creature coming down and causing cave-ins in the dungeon he could perhaps create the cave in from above and fill the dungeon below with dirt and fall down with it together with all the creatures surrounding him, in this way we could even get parts of houses fall down into the dungeon.
03-11-2015 09:30 AM
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simrobert2001 Offline
Dungeon Lord

Posts: 20
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Post: #7
RE: Creature Idea - Dwarven Sapper
(31-10-2015 01:54 AM)Xaos Wrote:  
(31-10-2015 12:46 AM)simrobert2001 Wrote:  Well, what gameplay value would these cave-ins have? Is it a sort of crowd damage? Or does it act like a cave in now, and REALLY affect the terrain?

I envision the cave ins exactly as they are now. The value would be totally messing up sections of your dungeon.

Well, with a cave in, I can work for few minutes, and get it back to normal. A better solution, in the future, might be a sapper targeting say, a room. Or even on the top floor, letting elite units drop in on ropes, with the player able to rebuild the roof.
03-11-2015 11:11 PM
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Rasmus Offline
Main developer of Dwelvers
Dwelvers Developers

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Post: #8
RE:
I could perhaps live with the idea that a sapper targets a room, in that way he will have to get through the defences before blowing the dungeon up and the player therefore gets a chance to stop him.
09-11-2015 08:40 AM
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MushyroomMan Offline
The Mushroom Man

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Post: #9
RE:
yea sappers in orcs must die target the player walls and guardians so a dwarven sapper targeting a room would make sense but which tile should they target i think the middle tile but in the case of this then people build rooms outside the dungeon with nothing in them and its like a single tile room that sappers will go for so what rooms would they target? obviously an important room or a room that the Overworlders think is important to monsters but what rooms would they target smithy, farm, bar, maybe dm.

also i think it would be hilarious if the dwarven sappers stopped in the bar to grab the last drink they'll have before going up but only if its on the way.
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09-11-2015 10:00 PM
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