The addition of beartraps, pitfalls, and all manner of other self-propelled maiming machines would fit the setting very well, and I think it may add a great deal to the game for a moderate programming investment.
Work needed:
A system for having characters interact with a trap by passing over a trigger area.
A system for allowing PCs and NPCs spot and avoid traps.
Research, art and so on to connect traps to the crafting system.
World-building to add traps to reasonable locations, plus probably some scripted ambushes and related things.
Possibly AI to interpret who owns a given trap.
Features:
Players could strategically use traps to slow and disrupt enemy attacks. Poorly placed traps could wound allies, resulting in a decline in relations.
Players would need to exercise caution when venturing into areas with known trappers. Even the most stealthy character, if foolhardy, can step right into a trap.
Large and dangerous animals can be taken down with preparation and care, whereas normally they'd be too tough.
Traps aren't obviously associated with a particular faction, so it may be a way to harass enemies without open conflict.
Interactions with existing systems:
Traps deal localized damage, and could reasonably ruin a leg or destroy an arm.
Traps require resources and skills to build and deploy, and can provide useful resources, too.
Traps are usually associated with fortified towns such as those used by both PCs and NPCs. They also work well as a reason a ruin has not yet been exploited.
Base resources (power, mainly) can be used to enhance traps.
Attributes such as Perception become more useful as tools to avoid traps.
Potential types of traps, and possible advantages and disadvantages:
Bear Trap: The classic. Deals a great deal of damage to one leg, and unless pried off, make treating a wound properly impossible.
Barbed Wire: Spread out over the ground, this slows forward progress to a crawl, though it doesn't do a lot of damage.
Land Mine: Powered by exploding fuel, it's not as deadly as IRL ones, but a fiery explosion remains persuasive.
Spring Knife: Smacks an enemy that walks into a door; it's obviously present from the other side, and it only works once.
Bolt Shooter: Fires one shot when triggered.
Electric Bolt Shooter: Self-cocks when powered. A long gauntlet of these could discourage a large number of enemies...
Shock Rug: A high-voltage mesh on the floor or hidden in low grass. Deals damage and may knock unconscious attackers, but takes time and power to recharge.
Pit: Takes a great deal of time and effort to dig (but hey, free stone...). Disguised with wood, leaves, and dirt, the trap can only do a little damage.
Spiked Pit: See above, but with SPIKES!
Traps
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TerrorofKenshi
- Posts: 150
- Joined: Tue Jun 19, 2018 9:07 pm
A lot of good ideas but that it would change the core aspects of the gameplay would be an understatement. I mean i could see this implented as another form of defense but not much else.
...and so my legacy continues...
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