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Author Topic: Nerfing traps?  (Read 973 times)

bjlong

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Nerfing traps?
« on: December 22, 2008, 11:07:01 am »

I've seen lots of discussion about tunneling units, but my big question is more general--how do we force the player to rely less on the long hallway filled with traps, possibly with ballistas at the end?

So far, suggestions that might work are mechanics (who would have some chance of finding and disabling a trap before it killed them), tunnelers who dig their way into untrapped rooms, and, of course, the flood-it-with-magma approach.

Related trap suggestions that I've seen are making traps take up a certain amount of space, and introducing possible malfunctions.
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Tormy

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Re: Nerfing traps?
« Reply #1 on: December 22, 2008, 11:09:37 am »

I've suggested "mechanics" a while ago. Those special units could spot and disable traps.  :)
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Granite26

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Re: Nerfing traps?
« Reply #2 on: December 22, 2008, 11:32:54 am »

check the mechanics suggestion in my sig... it's got a lot of 'make traps require player engineering to be more complicated than snares' suggestions.

Also, 3 weapons to a trap helps...

bjlong

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Re: Nerfing traps?
« Reply #3 on: December 22, 2008, 12:03:37 pm »

Hunh. So this whole topic is kinda pointless.

... Okay!
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