*CRAFTABLE TRAPS*

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Feared
Posts: 5
Joined: Tue Apr 15, 2014 5:49 pm

Wed Apr 16, 2014 11:58 pm

I made a small list of possible traps that could be used in the game to ambush the enemy or to use for hunt. Basically you can use it in anyway you like depending on witch kind trap you are using.

The list:
* BARBED-SPIKE PLATE *
This trap can be attached to the ground, or any other objects. Whenever someone or something walks on them it will damage their feet and will make them bleed. One thing to keep in mind that these spikes will stay where they penetrated the tissue since they have hooks. A medic should be able to take them out and heal.

* BEAR TRAP *
We all know them... They can be re-used as trap and be disabled. When someone has a high perception maybe they will notice the bear trap and will be able to disable them and use them for their own purpose.

* NINJA CALTROPS *
You know those nasty spike balls that you can throw on the ground and you go ouch!

*TRIPWIRE SYSTEM*
Tripwire system with explosives
Tripwire system that opens a door in the ground and the character will fall in a hole with spikes.
Tripwire that can stun someone with smoke or a big white bang.

Let me know what you think and maybe you have some more evil traps you could write down for us!
cheers

Ozark Tempses
Posts: 22
Joined: Sun Oct 28, 2012 2:26 pm

Fri Apr 25, 2014 11:53 pm

Now, this is a good idea, just with one problem: Balance.
I know every item can be changed to fit the desires of the people, but you would just have to put a but of trap in front of your gate, and Boom... nvincibility!
That and the facts that caltrops might not be very effective in the sand, because you know, they would sink?
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PnzrNorm
Posts: 1182
Joined: Mon Apr 15, 2013 5:52 am
Location: Steam: PnzrNorm

Sat Apr 26, 2014 6:07 pm

As with all forms of trapping IRL, it is nearly impossible to be able to setup multiple traps within a small area (~10 square feet), all with different triggering mechanisms, and expect all of them to remain fully functional, it is also safe to say that trap visibility is directly proportional to the number of traps in a given area.

In gameplay terms, this means that traps could be balanced in one of two ways.
The first way is to simply prevent traps from being built within a certain distance of other traps (similar to Kenshi's current Construction system that prevents structures from being built too close together, although with a much larger radius).

The second way would be to devise a visibility factor that takes a percentage value according to factors such as:
  • Is the trap blending with the surrounding natural environment? (Tripwire in brush vs. tripwire indoors)
    How many traps are within a pre-determined radius from this trap? (Trapper's skill level could determine this radius, representing whether or not this trap further reveals other nearby traps)
    When the trigger is activated, does the trap function 100% of the time? (Traps can be flukes on occasion)
    If the trap is able to be rearmed, how many times has it been rearmed? (Each time its rearmed, the surrounding natural environment could be further disturbed)
A trap's visibility could also be affected by the skill level of the trapper placing it.

In my mind, Perception would be the key attribute used to determine if the char is able to uncover the trap before activating it, and since this mechanic needs to exist if traps will be implemented, I believe the second method mentioned above would work well to balance traps in gameplay as well as allow the player the freedom to place traps closer together.

Some other traps to add to the list:
  • Boulder/Log/Etc. Avalanche Trap

    Swinging Log Trap (Suspended log/spikey ball/tusked animal skull that swings down at high velocity toward intended target)

    Flame Trap (we have generators, why not devise a system that ignites and spits oil/pitch all over intended target, or alternatively, have pre-placed pitch ignited from a distance by a well-placed flaming arrow/bolt)

    Punji sticks

    Naturally Occurring Traps (i.e. quick sand, venomous animals/plants, etc.)

simpkin_11
Posts: 20
Joined: Wed Apr 26, 2017 4:28 am

Wed Apr 26, 2017 3:02 pm

I like this idea a lot, as a creature was following me.. (and eventually ate me)

I was thinking, I have opposable thumbs... I should be able to make a simple snare, or trap to lead this large creature to. Even ancient man was able to herd animals to a ledge, or pitfall to kill larger animals.

On the other hand.. being able to drop something that will slow down someone or something chasing you would be awesome too.


Perhaps some overall hunting gear? buy or craft a lure or scent pack to bring animal X to your location.

Chinsei
Posts: 263
Joined: Wed Jul 01, 2015 4:14 pm

Thu Apr 27, 2017 11:55 am

Perhaps some overall hunting gear? buy or craft a lure or scent pack to bring animal X to your location.[/quote]
Ozark Tempses wrote:Now, this is a good idea, just with one problem: Balance.
I know every item can be changed to fit the desires of the people, but you would just have to put a but of trap in front of your gate, and Boom... nvincibility!
That and the facts that caltrops might not be very effective in the sand, because you know, they would sink?
it would only be invincible if they didn't trigger on everyone equally. traps shouldn't distinguish between friend or foe.

they should go off whenever anyone steps on them owned faction or not.

>.>

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