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Traps

Posted: Wed Jan 08, 2014 4:09 pm
by Kinni
Hasryn asked me to move this part of a discussion to suggestions...
Raona wrote:There is one vendor in-game who sells a trap that rogues can set, checking against the detrap skill.

It only triggers on a bash or a pick attempt, so use is limited, but I just confirmed that it works. I think adding more settable traps would be fun; I could see many ways they could cause mischief and also require calling in rogues more often...but they could also be placed so as to do in innocent newbies, if not limited to locked doors.
1) I would love if traps where more easily accessible - the one vendor you mentioned is not the easiest to get to.

2) I'd love to see traps set in doorways between rooms, triggered if not spotted/disabled when simply trying to enter the room. This would be fun for MOBs/PCs that might wander in.

3) A trade to build traps for bards and thieves would be cool. Both are classes that need a little love (bards moreso than thieves).

Re: Traps

Posted: Wed Jan 08, 2014 4:52 pm
by hasryn
Indeed! It's a great idea here. We could have a trapcraft as a trade and it would come in handy. Thieves/scouts/bardic types could be hired as security people to and have more use in an rp sense. Even if the traps don't do alot of damage it would be fun rp! It could even rquire components from wizards to be done for magical traps! or even use the alchemical crystals to do energy traps etc.. and weapon smithing to make bladed and spikes for said traps.

Re: Traps

Posted: Thu Jan 09, 2014 12:23 pm
by Raona
It was also suggested that it would be great if detrap or some other skill had a chance of actually recovering an intact, settable trap, rather than just disabling it. That would require a good deal more work (area code to support an object for each type of trap in settable form), though.

Re: Traps

Posted: Thu Jan 09, 2014 12:57 pm
by Kinni
Raona wrote:It was also suggested that it would be great if detrap or some other skill had a chance of actually recovering an intact, settable trap, rather than just disabling it. That would require a good deal more work (area code to support an object for each type of trap in settable form), though.
Well, if it creates too much work because of the variety of traps, perhaps the successful disabling of the trap only recovers a "triggering mechanism" (minor or major, if you'd like) or something of the sort. The character then has to collect the appropriate shards or spikes to rebuild a desired trap.

Re: Traps

Posted: Thu Jan 09, 2014 4:53 pm
by Benorf
It would make sense to only make traps set by players as recoverable. It'd be impossible to recover a pit trap, for example.

I like the idea Kinni had, that you could just recover components? Just whenever you search after a disabled trap, you may find a part?

Re: Traps

Posted: Thu Jan 09, 2014 4:55 pm
by hasryn
That would work. It could be used with detrap to craft new traps with those parts and other components we can find, buy, or get made.