Would be very useful for armies, pirates, bandits etc
The way I would implement it would be as an extremely slow moving vehicle (maybe 50% walking speed) which has a 100% chance of breaking a lock on any exterior door.
Obviously, it would need a shed load of resources to make.
Would that be possible?
Battering ram
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lordcooper
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- *Wiro
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*does not understand how a huge machine breaks a small piece of iron and doubts that there will be anything left of the door/building/vehicle the lock belongs to*
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lordcooper
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http://www.gaam.com.au/__data/assets/image/0006/39381/battering-ram-full.jpg
No, not the huge ones. One like that.
Breaks the lock as it forces the door open.
No, not the huge ones. One like that.
Breaks the lock as it forces the door open.
- *Wiro
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That's still more likely to break the door than the lock, I think. And if it isn't a huge one, then there's no reason for it to be moved slowly.
I think that considering the fact there's no real way to prevent this (like there is IRL, doors/locks of steel for example) from happening IC, it wouldn't be fair to add it.
I think that considering the fact there's no real way to prevent this (like there is IRL, doors/locks of steel for example) from happening IC, it wouldn't be fair to add it.
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lordcooper
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Talapus
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http://www.cantr.net/forum/viewtopic.php?t=1132
http://www.cantr.net/forum/viewtopic.php?t=5304
It really isn't that hard to search the forums...
http://www.cantr.net/forum/viewtopic.php?t=5304
It really isn't that hard to search the forums...
- NaruShadow
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Even though this has been suggested twice before, I'd like to say that I think it's a good idea. Although instead of using it as a slow moving vehicle, perhaps as more of a weapon.
It's an instant thing, just like an attack on a person or animal, except it's an attack on the building/vehicle. (perhaps only larger vehicles/ships, not small ones)
This would be a great way to implement building repairs as well. Since you have the option to repair the buildings when you're inside of them. Say you have a building repair skill, and a door breaking skill or something. You're allowed one hit per day on the door, a battering ram gives you a greater chance of breaking down the door [say 25% w/o and 50% with maybe?] and your strength affects your chances as well. Meanwhile each hit deals damage to the building. When the damage reaches a critical level, the lock could break. Meanwhile the people inside could repair the building to try and stop those outside from entering.
It's an instant thing, just like an attack on a person or animal, except it's an attack on the building/vehicle. (perhaps only larger vehicles/ships, not small ones)
This would be a great way to implement building repairs as well. Since you have the option to repair the buildings when you're inside of them. Say you have a building repair skill, and a door breaking skill or something. You're allowed one hit per day on the door, a battering ram gives you a greater chance of breaking down the door [say 25% w/o and 50% with maybe?] and your strength affects your chances as well. Meanwhile each hit deals damage to the building. When the damage reaches a critical level, the lock could break. Meanwhile the people inside could repair the building to try and stop those outside from entering.
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tazer
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- SekoETC
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My suggestion: Attacking a door could be done as many times as you like but each hit would give the actor(s) a large amount of tiredness. Both the damage gained by the door and the tiredness gained by the actors would be based on the combined strength of the actors and the weight of the battering ram. More strength in wielding would mean more damage and less tiredness per actor. When the actors reach 100% tiredness, they can't deal any more damage. The door could be repaired but only while it's unlocked. Once damage reaches 100%, the door (or lock) would be shattered.
Also there would be random variation applied to the damage per each hit so that sometimes you do better and sometimes you do worse, but the door wouldn't magically heal if a project fails.
Actually this mechanic could also be applied to crowbars. The difference to a battering ram would be that crowbars can only be wielded by one person while battering rams are generally held by several.
Also there would be random variation applied to the damage per each hit so that sometimes you do better and sometimes you do worse, but the door wouldn't magically heal if a project fails.
Actually this mechanic could also be applied to crowbars. The difference to a battering ram would be that crowbars can only be wielded by one person while battering rams are generally held by several.
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Gran
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