Animal Traps

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Animal Traps

Postby Paradoxyc » Thu Feb 04, 2016 4:42 am

I have searched the forums and I have seen a few suggestions for animal traps. This is less of an "innovative idea" on my part since it's been suggested, but will animal traps ever be implemented?
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Re: Animal Traps

Postby DeepSixed » Thu Feb 04, 2016 4:46 am

Think- baiting pigs...or life stock in the wild... etc.

I think it has it's place... and baiting livestock is old as time itself... Devs won't break history implementing something like.
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Re: Animal Traps

Postby Paradoxyc » Thu Feb 04, 2016 4:50 am

DeepSixed wrote:Think- baiting pigs...or life stock in the wild... etc.

I think it has it's place... and baiting livestock is old as time itself... Devs won't break history implementing something like.


More for hunting uses, such as small game like rabbits, beaver, crickets
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Re: Animal Traps

Postby DeepSixed » Thu Feb 04, 2016 4:59 am

Paradoxyc wrote:
DeepSixed wrote:Think- baiting pigs...or life stock in the wild... etc.

I think it has it's place... and baiting livestock is old as time itself... Devs won't break history implementing something like.


More for hunting uses, such as small game like rabbits, beaver, crickets


If you need bait for crickets... Or beaver...unless perhaps you make fish traps alluring and vulnerable to pilferish by beaver...

Carrot lure... and then raw meat and honey for other predators.

***** Devs- we've done your work for you... just make it happen :)
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Re: Animal Traps

Postby JohnCarver » Thu Feb 04, 2016 7:29 am

I have some 3D art for animal traps and grand ambitions to get them in. however, I cannot bring myself to put them in because I keep thinking that I will get around to vast improvements in hunting entirely. I.E. stalking prey over distances, wounding prey, etc. etc. Who knows. But it is certainly not off the table.
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Re: Animal Traps

Postby jcwilk » Thu Feb 04, 2016 8:09 am

JohnCarver wrote:however, I cannot bring myself to put them in because I keep thinking that I will get around to vast improvements in hunting entirely.


Maybe start small with something non game changing like crickets? Or maybe rabbits since crickets would be tricky to balance not making cricket teams too farmable vs making it feasible for newish players to make a few. I feel like rabbits are the most trap-appropriate anyways, given that I know little to nothing about trapping animals xD Maybe with certain lures in deep darkness there would be a chance for march hares?

Maybe you have to fill it with a handful of carrots which may or may not result in a rabbit? That way it would enhance and be enhanced by gardening investment as well... Or players who don't want to bother with gardening but catch a lot of rabbits can throw their carrots in traps to try to squeeze out a few more.
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Re: Animal Traps

Postby Paradoxyc » Thu Feb 04, 2016 8:20 am

jcwilk wrote:
JohnCarver wrote:however, I cannot bring myself to put them in because I keep thinking that I will get around to vast improvements in hunting entirely.


Maybe start small with something non game changing like crickets? Or maybe rabbits since crickets would be tricky to balance not making cricket teams too farmable vs making it feasible for newish players to make a few. I feel like rabbits are the most trap-appropriate anyways, given that I know little to nothing about trapping animals xD Maybe with certain lures in deep darkness there would be a chance for march hares?

Maybe you have to fill it with a handful of carrots which may or may not result in a rabbit? That way it would enhance and be enhanced by gardening investment as well... Or players who don't want to bother with gardening but catch a lot of rabbits can throw their carrots in traps to try to squeeze out a few more.


I think it would be best if the bait was left in the trap, and it would have a percentage to fail or a percentage to succeed based on the characters cap in Hunting and Hideworking. Each trap would only catch one animal at a time (rabbit in this case). You would need to take the rabbit out and put new bait in to catch another. If the failure occurs, the bait would disappear and need to be refilled. I think these traps should be portable and should have to be off claim.
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Re: Animal Traps

Postby jcwilk » Thu Feb 04, 2016 8:32 am

Paradoxyc wrote:I think it would be best if the bait was left in the trap, and it would have a percentage to fail or a percentage to succeed based on the characters cap in Hunting and Hideworking. Each trap would only catch one animal at a time (rabbit in this case). You would need to take the rabbit out and put new bait in to catch another. If the failure occurs, the bait would disappear and need to be refilled. I think these traps should be portable and should have to be off claim.


Yep, all of the above. Maybe you can put more carrots in which will be more likely to succeed but if it fails you lose all of them anyways (ie, diminishing return kind of thing).

I could see it going either way as far as portability is concerned... Forcing people to have to rebuild it if they want to move it seems like a reasonable additional cost to compensate for the convenience. Going even further, perhaps it could be like timber piles where it has one use per build. Which of those three options (portable, non portable, non reusable) could depend on the cost of materials, likelihood of net profit, etc...
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Re: Animal Traps

Postby KruskDaMangled » Sat Feb 06, 2016 11:46 pm

Another possibility is using snares, to be set along areas wildlife are likely to pass through.

Game trails would be a natural choice, although maybe you could just put them anywhere but have a lousy chance to succeed.

I like the idea of game trails more though.

The other option you have with rabbits is at the entrance to their burrow, a thing we lack as of yet, rabbit burrows.
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Re: Animal Traps

Postby HolyLight » Sat Feb 06, 2016 11:58 pm

Should be quite simple

Small trap
Med Trap
Large Trap
Monster Trap

Small trap is fitted with carrots for rabbits and fruit/rotting food for crickets
Med traps will be filled with oats / Grain
Large traps filled with Slabs from Deer / Beavers
Monster traps filled with ??????

Traps will capture 1 creature (takes 8 hours from setting with bait), and can be used an unlimited amount of time. (Chance to fail)

Cannot be set within 50 tiles of another trap and cannot be set 1000 tiles of a village/claim, calims/villages cannot be built or extended towards a trap.

Error message : This is a Hunting Reserve

The Trap will house a LIVE creature, which you will need to release to kill, (has reduced stats), if left for 24h after the 8h period the creature dies and can be butchered for little gains.
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