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Index » Muelsfell Game Forum » Golem and Combat Discussions Muelsfell World v1.0 Forums
AuthorThread: headless golems
laidan
laidan's Avatar
Posts: 1158
Location: Mottonsborough
Magus Age: 113 years old
Clan: OASIS
Message #2660 Posted: May 20, 2008, 8:42 pm
So what's the deal with the headless, one armed golems hanging around? Is there some sort of loophole making golems which should be terrible actually be useful? Or is this just a way of avoiding taking damage/losing items on your guards?
AethenCrinitus
AethenCrinitus's Avatar
Posts: 69
Location: Rildesjan
Magus Age: 119 years old
Real Name: Thomas
Message #2664 Posted: May 20, 2008, 10:33 pm
The basic concept is to attack other people, and not have as many parts to repair. But they lose the accuracy bonus of the eyes... but keep the bonus given my magus level...
Sterling
Posts: 157
Location: Darghelm
Magus Age: 119 years old
Message #2665 Posted: May 21, 2008, 12:20 am
It stops the 'chump' attacks from people who raid workshops with no defenses (mostly very low level people), it doesn't offer anything to people who want to steal eyes and amour, and it costs very little to do. Finally, if someone is out to get cheap PvP XP, it offers 5 XP to another flesh golem attacker.

Overall, the only down side is that an attacker can easily take you down and get your resources - many people don't care, because either they don't have much to steal, or they can't mount a defense that can't be taken apart by a determined attacker anyway (they don't have access to the high end golems or don't want to pay the considerable expense to protect meager resources).

Also, it clearly says to potential raiders "I don't have much worth stealing, go ahead and take it, see if I care", which is perhaps the biggest deterent of all.

Overall, it's probably the most viable defensive strategy if you can't affoard putting the rare metal or glass golems outside, or if you can manage to only have your primary resources stealable. Plus, the 7-10XP you'll get, minimum, from someone taking down your golem is often worth the price of admission for a cheap fleshie.
Sconibulus
Posts: 664
Location: Shuul
Magus Age: 116 years old
Message #2668 Posted: May 21, 2008, 2:57 am
also, having a second arm doesn't actually add anything as of yet, I haven't put a second arm on most of my golem because it is less to armor, and leaves extra weight for carrying loot.
Elayni
Elayni's Avatar
Posts: 1
Location: Daylsfeld
Magus Age: 114 years old
Message #2682 Posted: May 22, 2008, 1:00 am
Sconibulus said:

also, having a second arm doesn't actually add anything as of yet


Not sure that's true. I'd wager (I haven't done any testing on this, mind you) that it adds another location to spread out damage. It might, and this is a completely random example I assure you, keep your golem's pelvis from taking too many hits which would destroy it and any legs that might happen to be attached to it.

I also find it odd that body parts count against a golem's weight capacity. I'd assumed that it would reduce the effective strength. Interesting...
Smitty
Smitty's Avatar
Posts: 25
Location: Rildesjan
Magus Age: 115 years old
Message #2710 Posted: May 24, 2008, 2:56 am
I haven't noticed body parts affecting the carry weight, I'll have to check that next one I build.

Someone did claim that any 'right arm' etc attacks that didn't land due to lack of arms went to the torso, which he heavily armored, but I haven't done the testing to confirm this. I've just gone by the theory of more targets to spread damage out more.... i just don't bother armoring hands and arms so heavily as pelvises (pelvii?)
Panacea
Panacea's Avatar
Posts: 167
Location: Broukendale
Magus Age: 116 years old
Message #2711 Posted: May 24, 2008, 3:13 am
I don't think body parts alter your carrying capacity... it just means you have one less spot to armour so other body parts can have that armour instead.
 
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