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Author Topic: Mass Action Trap Setup  (Read 3254 times)

Petra

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Mass Action Trap Setup
« on: March 06, 2009, 11:28:45 pm »

I love the way Toady and Co. managed to innovate the building system for WALLs and stairs and what not.

I'd like to see something similar in regards to traps and setting up mechanisms.
Like, choose an area to set up traps, fill out the appropriate mechanisms, components, and weapons... Much like the current build system.

Linking up mechanisms is a big pain in the ass, especially when there's more than twenty. I'd like to see something to the tune of: set an area, choose as many mechanisms as needed X 2 (one for the spike and one for the lever), have multiple mechanics working on the job at the same time. Makes ambitious trap design (and siegfried line making) easier.
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inaluct

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Re: Mass Action Trap Setup
« Reply #1 on: March 07, 2009, 01:24:39 am »

Well, traps are already enormously powerful, so I'm somewhat against a change in designating that would encourage people to overuse them even more.
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Warlord255

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Re: Mass Action Trap Setup
« Reply #2 on: March 07, 2009, 03:52:13 am »

Traps could stand to be considerably weakened before any such improvement.
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Petra

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Re: Mass Action Trap Setup
« Reply #3 on: March 07, 2009, 05:05:36 pm »


What would be the good of weakening traps, if it's so tedious to put them down in the FIRST place?
Seriously, if I wanna trap an entire 99X99 hallway, I should be able to do so in 10X10 increments.
It's MY FORTRESS that I wanna do this for and I'd like to save my fingers some tedious keyboarding.
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Duke 2.0

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Re: Mass Action Trap Setup
« Reply #4 on: March 07, 2009, 05:25:15 pm »

 Hell, let us just designate large areas of furniture. Thus things like dining halls, barracks and these traps can be designated in mass amounts.
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SolarShado

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Re: Mass Action Trap Setup
« Reply #5 on: March 07, 2009, 05:26:03 pm »

I support this suggestion, but agree that traps badly need to be nerfed first.

I'd like to save my fingers some tedious keyboarding.

There's a utility for that. I've never used it, but i think it's called AutoHotKey.
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profit

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Re: Mass Action Trap Setup
« Reply #6 on: March 07, 2009, 07:47:33 pm »

Traps could stand to be considerably weakened before any such improvement.

I think it's ignorant to link a balance issue to a game interface enhancement.

Traps may need to be balanced (or maybe not)  but an enhancement to reduce repetition will be good either way.   To say "Well it's too powerful so we will want the user to be bored while they do it." is a poor ass way to balance a game and a terrible way to design a user interface.
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inaluct

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Re: Mass Action Trap Setup
« Reply #7 on: March 07, 2009, 09:31:37 pm »

It's MY FORTRESS that I wanna do this for and I'd like to save my fingers some tedious keyboarding.
I have this image of you sitting in front of your keyboard blubbering like you're a victim who's right to exploit an extremely overpowered game feature is being infringed by it NOT BEING EASY ENOUGH WAAAAAAAAHHH

Sorry. I had to say it.

Anyway, really; traps need to be nerfed more than the inconvenience of placing them needs to be reduced. If traps were made reasonably powerful, I'd support this. Otherwise, it just exacerbates an already noticeable problem.
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DanielLC

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Re: Mass Action Trap Setup
« Reply #8 on: March 07, 2009, 09:33:52 pm »

To say "Well it's too powerful so we will want the user to be bored while they do it." is a poor ass way to balance a game and a terrible way to design a user interface.

Especially considering that the main drawback of something being too powerful is that the game becomes boring if you use it.
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Petra

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Re: Mass Action Trap Setup
« Reply #9 on: March 08, 2009, 01:03:26 pm »

Quote
I have this image of you sitting in front of your keyboard blubbering like you're a victim who's right to exploit an extremely overpowered game feature is being infringed by it NOT BEING EASY ENOUGH WAAAAAAAAHHH

Heh. I just wanna put a whole buncha spikes down and let the goblins feel the pain of steel in places that steels shouldn't be. MAss trap implementation just makes it easier for me to do that, and should faciliate some AWESOME
fortress designs.

Quote
Especially considering that the main drawback of something being too powerful is that the game becomes boring if you use it.

Not really. Enemies flee if too many traps are present. I want to draw them in AND WATCH THEM DIE. (with spikes, mind you. )

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inaluct

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Re: Mass Action Trap Setup
« Reply #10 on: March 08, 2009, 01:50:20 pm »

It was the ALLCAPS in "my fortress." I couldn't help myself.

Anyway, after traps are nerfed, I'll totally support this.
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Shurikane

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Re: Mass Action Trap Setup
« Reply #11 on: March 08, 2009, 02:21:16 pm »

Traps shouldn't be "nerfed" by making their setting up in the UI a gigantic pain in the ass.

I abandoned a fort idea because I needed 100+ drawbridges linked to a single lever.  Keeping track of everything was simply too much.
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Hectonkhyres

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Re: Mass Action Trap Setup
« Reply #12 on: March 08, 2009, 02:37:43 pm »

By 'nerfed' I hope you mean 'gobbos and elves aren't going to be total dumbasses regarding traps.'
Seriously, half the problems that exist would be fixed if goblins proceeded a little bit more slowly once one of their number turns into raspberry jam. Drop a 40 pound stone on a weapon trap to jam it, trow rocks to set stonefall traps off, poke things with a ten foot pole. Have the gobbo's friends use axes to hack their friend out of that wooden cagetrap or perhaps even have the gobbo hack himself out of the wooden cage. Perhaps have an elf 'parry' a weapon trap causing it to jam.

Drawbridges should still crush things, though not quite to oblivion. A bronze colossus should be able to peel himself out of the bronze colossus-shaped concavity in the silt after the bridge goes back up. A lowering drawbridge should also take a couple seconds to lower whereupon everything in its projected path has the sense to run like hell.
« Last Edit: March 08, 2009, 02:42:47 pm by Hectonkhyres »
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Petra

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Re: Mass Action Trap Setup
« Reply #13 on: March 08, 2009, 03:50:14 pm »

Quote
I abandoned a fort idea because I needed 100+ drawbridges linked to a single lever.  Keeping track of everything was simply too much.


This is exactly the reason I think the traps need an interface upgrade. There are things that I want to do with my future forts that require mass levers and what not, and the interface is a barrier to that.
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zchris13

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Re: Mass Action Trap Setup
« Reply #14 on: March 08, 2009, 04:25:52 pm »

Yeah, although if you made your bridge out of soap, I think your bridge should have a bronze colossus-shaped hole in it.
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