Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Baiting  (Read 355 times)

Haedrian

  • Bay Watcher
    • View Profile
Baiting
« on: August 01, 2007, 07:06:00 am »

Example 1: The goblin moved into the fort, he spotted something glinting in the side. It was an idol, a golden one at that. Greedily he walked towards it, thinking it would be fine loot to take back home. As he walked towards it, he hit a loose rock, and a large stone fell from above and crushed his skull in.

The idea is this. Some items (food, crafts, coins) can be set as BAIT. Bait will attract certain creatures (if they happen to be passing there), drawing them to pick it up. If you were to put a piece of bait at the end of a trapped corridor, you'd have goblins going in, and goblin pieces coming out.

Food bait for example would be used to draw wild animals towards your 'really well-designed-cage-trap-system'

Currently bait is only used in small animal traps for vermin (and small creatures).

Logged
When life gives you kittens, make biscuits

Likes llamas for their long necks

hactar1

  • Bay Watcher
    • View Profile
Re: Baiting
« Reply #1 on: August 01, 2007, 03:58:00 pm »

Not a bad idea.  This could be combined with pedestals and display cases... build a pedestal and assign any small-enough item to it, and the item will be placed there on display.  This would make an ideal target for goblin and kobold thieves, who could target on-display items first, and be lured into your existing cage/weapon/stone traps, although kobolds wouldn't set that off.  Perhaps pedestals (and other usable objects like doors and levers) could be trapped in some special way that anything using them or stealing from them would get hit by the trap, with some random failure factor?
Logged

Dedas

  • Bay Watcher
  • The dwarf next door
    • View Profile
Re: Baiting
« Reply #2 on: August 01, 2007, 04:11:00 pm »

Indiana Jones tombs ala Dwarf Fortress!
Logged