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Author Topic: [Security] Depot Bait & Switch  (Read 2095 times)

black47

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Re: [Security] Depot Bait & Switch
« Reply #15 on: May 19, 2013, 06:31:29 pm »

Relating to the problem of ambushes following traders... creatures generally take the geometrically shortest path, no matter what, traps be damned. However, caravans need a 3x3 path. So, if you have a 1x1 path that cuts straight down the middle, and a nice, winding 3x3 path that snakes and takes lots of s-curves, potentially even crossing z-levels, then the invaders/ambushers will run straight ahead of the caravans, and probably get mutilated by your traps. You can even use repeating spikes to kill kobolds, since if you surround them with cage traps (which don't affect kobolds anyways, and will capture anything else), the merchants won't be able to cross them, treating traps as walls.

Also, english slang lesson: a "zerg rush" colloquially refers to a mass, mindless charge lead by a horde of units. Typically refers to a tactic where strategy is forsaken for the hope that sending enough guys will get it done, casualties be damned.


This has worked really well for me in the past. Just "decorate" the path to your Depot with traps instead of walls, and make sure they have to make at least one turn to reach it.
Caravans will go between the traps, enemies will try to run through them.

That's the core of the idea: adding traps to Depot defense without actually negating caravan access.
Do add walls, marksmen, magma or pits as you see fit.
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