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Author Topic: Making traps less broken.  (Read 581 times)

TurnpikeLad

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Making traps less broken.
« on: January 13, 2009, 05:40:47 pm »

Right now you can bring invasions and megabeast attacks to a halt with a few well-placed cage or weapon traps, or a few dozen stonefall traps.  There are a few things that can be done to make this a bit less gamebreakingly easy.

-Link weapon traps to power sources, or require them to be manually reset each time they're used.  Also, limit the number of weapons that can be used in them.

-Make traps effective a certain percentage of the time, perhaps tweaked based on the attributes of the creature who triggered it.  Cage traps should trap dragons 30% of the time or less, while perhaps they should trap goblins 75% of the time.  This could be based on a number of the new attributes.

-Allow creatures in an invasion force to notice when one of their comrades has been affected by a trap and take appropriate AI actions (perhaps a chance to perceive traps inside a certain range, followed by avoiding spotted traps or maybe an increased chance not to be affected by them.)

-Let traps have a small chance of going off when triggered by a friendly creature - this would stop you from simply trapping your main entrance and calling it a day.

-Require most traps to be placed on indoor tiles.  Right now a stonefall trap can be placed anywhere.  This doesn't make much sense.

Any of these imho would make the trap situation a little bit more balanced.
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Sowelu

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Re: Making traps less broken.
« Reply #1 on: January 13, 2009, 06:47:40 pm »

Pretty sure I've seen all of those covered before...

http://www.bay12games.com/forum/index.php?topic=26863.0
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TurnpikeLad

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Re: Making traps less broken.
« Reply #2 on: January 13, 2009, 07:03:48 pm »

It's nice to see that people are thinking along the same lines.

Thread needs to be closed, I guess.
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