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Author Topic: Post Trap Ideas Here  (Read 10013 times)

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Slimebeast

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on: 09:12:19 PM 06/07/15
We currently have the "Bear Trap".

Post other trap ideas here. Has to use things currently in the game. (IE: not "It beheads you and others can pick up your head and put it on a pike and march around town and put the pike on a roof for all to see!!!!111")

I will most likely ignore it all, but hey.

I will also keep things sensible even if I use your idea. For example, no traps will work 100% of the time and they won't cause a ton of effects at once.
If I should live until I wake, I pray the web my death to fake.



Kraufen

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on: 09:42:48 PM 06/07/15
Land Mines :hurr:



WakaWa

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on: 10:11:46 PM 06/07/15
Traps that terrorize(like the skullbanger) or chill you would be cool.
You must become one with the chaos. Only then will you know true happiness and loads of Lulz....



Dysplasia

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on: 10:27:06 PM 06/07/15
girls with penises



Diletante

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on: 11:17:09 PM 06/08/15
On another note, I still think a skill to either make or set traps would be advisable. Even tho it is harder living as human (well, any other would be unliving anyway), requiring nothing to create/set traps might come out as cheesy.

Ok, here's some ideas:

Blast Wire (2 grenades, 1 wire) the classic trap that consists of 2 grenades linked thru a wire, in which if someone trips, it goes BOOM!

Electric Handle (car battery, wire) it must be set indoors. activates when someone attempts to open the door, electrifies the enemy and causes daze effect. the door wont open this time, as you get knocked back by the surge (but now the battery is drained)

Spiked Plank (nail box, wood board, hammer) when someone steps in it, deals damage and causes bleeding.

Flame Bulb (gas can, any flare) when someone turns the lights on, this trap sets him on fire.

I'll surely come up with more later.
« Last Edit: 07:26:45 PM 06/09/15 by Diletante »
"Better to Provoke a Reaction
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Mammon

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on: 12:04:31 AM 06/09/15
Traps don't work that way.

And requiring the crafting skill isn't enough?



Diletante

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on: 12:22:12 AM 06/09/15
I'm ok with the Crafting skill to make traps; but I still think a "Set Trap" skill should be implemented. After all, we do require a skill just to barricade, which consists mostly of nailing some boards to the windows, etc.... maybe even the barricading thing could be like this:

no skill - you can make Light Barricades.
Carpentry - allows barricading up to Extremely Heavily Barricaded.
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Diletante

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on: 07:59:04 PM 06/09/15
As I said I would, more ideas. One other thing, and I should've mentioned it before: traps should not be "100% effective", at least not all of them. In other words, walking on a place where a trap is set might (or might not) activate it. Also, every action taken on place where a trap is set is another chance to step on it. Some traps, however, are granted to work under a certain condition, like the one I suggested that is set on a door knob: a human climbing a Heavily Barricaded place or moving from another building with the Rooftop skill won't need to open the door; however any undead (or unskilled human) would ultimately be zapped.

Finding a trap should work akin to finding a hiding person. If you wander too far or for too long you might "forget" the trap you previously found. Once found, however, you wont activate the trap.

Pendulum (1 Length of Chain, 1 Weight. the kind one would find in sport shops would do. alternatively, that sculpture thingie we find at museums also works) can only be set indoors. when it is activated, this trap swings and hits with enough force that it might even knock the enemy to the outside of the place. there is a very slight chance that, when set on a building, it might be on a floor high enough to deal extra damage or even kill from the fall.

Hammok deals no damage, but ensnares the enemy in place and requires a few amount of AP to get rid of it.

Spray Coat (4 spray paints) deals no damage, but the target gets covered by colorful sprays and cannot hide/hafter hang for quite a long time (after a LOT of AP is spent). also it looks ridiculous and everyone will point & laugh at his face.

Skull Bolas (3 skulls, 1 length of chain) ensnares target in place and terrorizes it.

Chill Spray (2 fire extinguishers) chills the enemy.

Electro Trip (2 car battery, 1 wire) when someone trips on it, will be zapped, receiving damage and dazed.

Shrapnel (4 shotgun ammo, 1 pipe, 1 nail box) when it explodes, deals damage to whoever activated it, and the nails may hit everyone in the same area, dealing some damage and causing bleed.

Flamethrower (1 gas can, 1 spray paint, 1 lighter) torches the enemy, causes damage and sets on fire.

Now if you excuse me I'll dust off my old copies of Kagero and Deception. (ok, I'll download roms for my emulator)
"Better to Provoke a Reaction
Than React to Provocation"



Mammon

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on: 09:12:52 PM 06/09/15
In other words, walking on a place where a trap is set might (or might not) activate it. Also, every action taken on place where a trap is set is another chance to step on it.
This is currently how it works. Maybe there can be other kinds later, but not at the moment.

Finding a trap should work akin to finding a hiding person. If you wander too far or for too long you might "forget" the trap you previously found. Once found, however, you wont activate the trap.
Well, maybe later...

Basically, traps are stationary weapons that can only be set indoors (at the moment) that activate based on their accuracy for most actions you take. The person setting the trap doesn't get any XP, but they do get kill credit, although there's no special "trap kills" stat, at least for now.



Diletante

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on: 01:49:27 PM 06/10/15
Basically, traps are stationary weapons that can only be set indoors (at the moment) that activate based on their accuracy for most actions you take. The person setting the trap doesn't get any XP, but they do get kill credit, although there's no special "trap kills" stat, at least for now.
A counter for trap kills would be sweet. On another note, on another thread, someone suggested reseting the "top who-killed-what" or make it monthly; a top "trapper" would be nice.
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Kraufen

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on: 02:42:41 PM 06/10/15
A counter for trap kills would be sweet. On another note, on another thread, someone suggested reseting the "top who-killed-what" or make it monthly; a top "trapper" would be nice.
Or just make a top monthly and also leave top all time as well.
Because you do that Ima have to leave my group. And murder everything to stay on top. No one wants that  :bleed:



Dysplasia

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on: 12:26:43 AM 06/11/15
Or just make a top monthly and also leave top all time as well.
Because you do that Ima have to leave my group. And murder everything to stay on top. No one wants that  :bleed:
i want that....  :-[



IronMikeTyson

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on: 06:09:56 PM 06/14/15
With this whole "TKs don't count for mutual enemies", I just may have to go the ways of killing everyone



Jerran

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on: 08:38:56 PM 06/14/15
Wire+Flare Gun= Flare Gun tripwire - Fires a flare if door is opened (or randomly while searching, I don't know which)

Also, I think that there should be a trap that has a chance of setting off every trap in the building, and a skill that gives you a chance to find the trap when you enter, and an option to attempt to disarm it.



Someonewithapen

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on: 10:52:43 PM 06/14/15
Any chance you could implement certain traps only being able to be made and placed in certain building types, like a few crafting recipes are? As well as Joke Traps to go along with Joke Weapons, or is that going a bit too silly?