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Author Topic: [trap resistant]  (Read 1623 times)

Leartes

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Re: [trap resistant]
« Reply #15 on: June 21, 2009, 05:15:50 am »

I like the idea of removing the complete trap immunity and replacing it with luck-based approaches.

And I also think there are ways to prevent players from just building massive trap corridors, for example I think it is not overkill to be able to place 10 weapons in one weapontrap - with only 1 or maybe up to 3 weapons you need much more space. Then cages should have a size imo so that creatures to large for the catch are not easily catched - maybe you should be able to order small, - , large cages to be made - but there shouldn't be something like a size 20 cage. (We can create other means of catching a dragon for breading, I don't want to take that away ;D)
Then a mayor change would be to make traps in a way so that your dwarfs are not able to evade your own traps - to compensate for this you could have levers to enable/disable traps. This makes traps much more dangerous for your own military as well, so think about building them twice before you have a weapontrap corridor infront of your barracks.
Finely traps could need regular checks/small repairs so if you place hundreds of traps you need a small mechanic squad running around all the time to keep them working.

In combination with [trAP_AVOID:50] or something like that traps are no solution to entire entities but only a nice help in combat if placed well.
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Aquillion

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Re: [trap resistant]
« Reply #16 on: June 21, 2009, 03:44:27 pm »

That wouldn't work.  When I build a deadly trap corridor, I already need a lever that I pull before I allow my dwarves in to clean it up (to close it off from the outside world so no enemies wander in while my dwarves are there.)

This will just mean I have to link it to every single trap in the area as well, which will be time-consuming to set up, but at the same time will fail to actually limit my perfect trap defense.
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We don't want another cheap fantasy universe, we want a cheap fantasy universe generator. --Toady One

Pilsu

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Re: [trap resistant]
« Reply #17 on: June 21, 2009, 04:27:35 pm »

Single tile traps are silly anyway

Let's not get sidetracked, there's plenty of trap rebalance threads around
« Last Edit: June 21, 2009, 04:34:45 pm by Pilsu »
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Tormy

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Re: [trap resistant]
« Reply #18 on: June 22, 2009, 02:06:33 pm »

This has been suggested already IIRC...either way I really like this "percentage based" trap resistance idea.  :)
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Fieari

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Re: [trap resistant]
« Reply #19 on: June 22, 2009, 03:04:05 pm »

Flat percentage chance?  No.  Skill chance?  Yes.  Bonuses to skills in the RAWs?  Yes.
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