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New Mindbreaking Balanced Defence

PostPosted: Thu Dec 20, 2012 11:51 pm
by clouddog
Ive been doing some math and tweaks of numbers could be made but is near enough perfect.
So we could have a new Trap, i call it the Trap.
It looks like a bear trap.
we should be able to camouflage it so you need to use a new skill called "scout" to detect them.
when in scout mode you walk half speed of for example foraging.
May be placed anywere.
When a character walk into the trap his legs are broken and hes stuck in the trap.
he may now only crawl and his speed is 1 tenth of walking, he also suffer from heavy bleeding doing around 5 blood dmg a second.
Now this may seem abit overpowered but there is another new skill called first aid or witch doctor.
With this skill your friend can "try" to help bend the trap open but should only have around a 1 in 10 chance to make it abit harder.
If the friend fail his hands or arms gets stuck and they are broken.
he may now not eat,do anything but be stuck to you.
so either he walk and you are dragged around or you crawl around and hes dragged after you. walking with the broken arm character is the best as he walks normal speed.
blood dmg also apply to broken arms.
now this would also help teamplay as you need to be alot of ppl to first aid eachother.
what do you think?????

Re: New Mindbreaking Balanced Defence

PostPosted: Fri Dec 21, 2012 12:01 am
by Dallane
clouddog wrote:what do you think?????


I think it sounds just terrible.

There are alot better ways to fix defense without adding dumb mechanics.

Also there is already a thread for this. plz keep similar ideas together.

Re: New Mindbreaking Balanced Defence

PostPosted: Fri Dec 21, 2012 12:51 am
by Ass_Kraken
I like the idea of traps, but not at all in the way you suggested.

I remember there was an earlier thread about traps that I can't find. A memorable one I liked was a bear trap, where when a criminal opens a chest, a bear head pops out and gives the criminal a fear debuff simliar to a bear in combat. Would cost a bear skin and some other minor materials. It's probablly my favorite just because I liked bear skins having a use and it was overall clever. Another was something about spikes that hurt the person when walked on. I liked the traps because it made large structured villages more viable than a small vault because there's more room for traps.

To expand on it a bit, all traps placed on tiles should reguire a 3x3 trap tarp or something to cover the ground. Nothing can be built on the tarp except for a trap. One trap per tarp, and when a trap is built the tarp and trap turns invisible. This system would allow the defender to place their traps intelligentily. It would be dumb to place the traps in a straight line, the criminal could easily see the pattern after a while and just avoid it. It also makes large villages stronger, and makes tiny vaults weaker. Currently tiny vaults are good because you can have a lot of braziers coverring a relatively small area, yet has a lot of walls coverred, saving more resources/wall. Only downside is the drain while walking around a large area, which is relatively small.

This system also prevents a vault from making tiny 1 corridor areas where every tile is a trap, which would be very annoying. I could see a discovering trap move incorporated for strategic criminals, but it would have to take time and leave a scent. There would of course be more traps, then just placing them on tiles, that would be a bit boring.

Re: New Mindbreaking Balanced Defence

PostPosted: Fri Dec 21, 2012 3:49 am
by Darwoth
keep smoking those clouds dog

Re: New Mindbreaking Balanced Defence

PostPosted: Fri Dec 21, 2012 3:45 pm
by MagicManICT
Yeah, quite an extensive discussion about traps and village defenses going on previously.

Re: New Mindbreaking Balanced Defence

PostPosted: Sat Dec 22, 2012 1:10 am
by iamah
I like the idea, didn't read the previous discussion though.