Invisible damage traps,hard traps to remove humors.

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Re: Invisible damage traps,hard traps to remove humors.

Postby Feone » Wed Sep 03, 2014 7:24 pm

Brego wrote:
nonsonogiucas wrote:Let's say a trap is something you bury in the ground.
When you place it the ground is moved earth, and remains so for the standard period before the biome terrain reclaims it.
Paving on a trap destroys it.
Digging near a trap has a chance of revealing it.
You shouldn't be able to place traps adjacent to each other.

After some time a trap has a chance to decay if not on a claim like any other thing, so yes, you can build minefields all around Providence but:

1 - They will be visible as moved earth for a lot of time
2 - By the time the grass has grown back some of the traps will already be decayed.
3 - I will constantly dig around my claim to make you believe I have just installed 3 rows of traps. ¦]


Optionally, traps always affect everyone, so you have to remember where you put your own :twisted:


i think you did not understand my point . this type of defense can build just on vclaim or pclaim .but not everywhere.
Because if you can build everywhere you can hurt own friends who is living with you.
But they can see traps into own city i they are citizens.
i do not think they must be visible .no sense.it's a trap .=why it must be visible?=


I think traps should be invisible to everyone. The dug up dirt just adds a delay, if it's just a single tile being dug up it shouldn't take more than a day/few days to grow back.
I don't really see why town members should be able to see traps when outsiders can't, if they are a form of defense they should do so to any character equally.
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Re: Invisible damage traps,hard traps to remove humors.

Postby Dallane » Wed Sep 03, 2014 10:37 pm

nonsonogiucas wrote:Let's say a trap is something you bury in the ground.
When you place it the ground is moved earth, and remains so for the standard period before the biome terrain reclaims it.
Paving on a trap destroys it.
Digging near a trap has a chance of revealing it.
You shouldn't be able to place traps adjacent to each other.

After some time a trap has a chance to decay if not on a claim like any other thing, so yes, you can build minefields all around Providence but:

1 - They will be visible as moved earth for a lot of time
2 - By the time the grass has grown back some of the traps will already be decayed.
3 - I will constantly dig around my claim to make you believe I have just installed 3 rows of traps. ¦]


Optionally, traps always affect everyone, so you have to remember where you put your own :twisted:


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Re: Invisible damage traps,hard traps to remove humors.

Postby ImpalerWrG » Thu Sep 04, 2014 1:31 am

Delaying the invisibility of a newly built trap just seems silly to me, anyone who is installing a trap is going to hide it, that's just how it's done, the Vietcong didn't dig a punji pit trap and just wait for leaves to fall on it, they covered it immediately and Brego has already described how trap making skill and trap detecting skills should be in opposition to each other. To make a new trap visible just means that the defensive trap maker is going to be in an impossible position, the theif/raider will learn where any existing traps are (when they spring on them) and just avoid them on the next raid and new traps will be even easier to avoid. To be fair the defender needs traps to be concealed immediately AND be able to reposition existing traps every day to maintain any semblance of deterrent. Traps being invisible and damaging to everyone is fine as well, dieing from your own trap would be deliciously ironic.

Brego mentioned character skill some how capping the number of traps that can be built, that is not going to work, it ignores the number of people in a town or personal claim, If it were limited like that I'd just create 10 alts that can each build traps and spam traps all over the place. Traps would need to be limited by maintenance costs either in terms of resources to reset/rearm them periodically or alternatively some increased silver maintenance on a personal claim or authority drain on a town.

Also the criminal should probably be disarming the trap rather then destroying it, disarming might count as a low level crime like trespassing, vs vandalism for destroying a trap, disarmed traps just don't fire until reset by claim owners, resetting might require the expenditure of some items like coal, rope, nails etc etc.

Many different traps sounds fun but I would distribute them throughout the tech tree such that many different professions could contribute to making the traps and their is a sense of everyone working together to defend the town. Presumably their could be some benefit from having a diversity of traps, but one thing that will not work is having traps damage different humors of the criminal, this would be counter productive as it makes it less likely that your going to KO the criminal.

I certainly like the idea of traps and the element of danger and risk they could add for the criminal lifestyle.
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Re: Invisible damage traps,hard traps to remove humors.

Postby Brego » Thu Sep 04, 2014 2:41 am

ImpalerWrG wrote:
Brego mentioned character skill some how capping the number of traps that can be built, that is not going to work, it ignores the number of people in a town or personal claim, If it were limited like that I'd just create 10 alts that can each build traps and spam traps all over the place. Traps would need to be limited by maintenance costs either in terms of resources to reset/rearm them periodically or alternatively some increased silver maintenance on a personal claim or authority drain on a town.

.


you know why i wrote about skill arts and crafts.Like at the moment i see people should play in a groups and devide all work between each other .like everybody should have own proffesion.i'm sure everybody in city cannot raise skill for example arts and crafts to 500 .it is going to be very hard for beginners ,but not for players who is playing from wipe.
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Re: Invisible damage traps,hard traps to remove humors.

Postby ImpalerWrG » Thu Sep 04, 2014 3:09 am

You said 1 trap would be placable per 100 proficiency and that is going to lead to alts for everyone regardless of if they are elite or newb. It is simply easier to raise 5 alts to 100 each then it is to raise one character to 500.
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Re: Invisible damage traps,hard traps to remove humors.

Postby Brego » Thu Sep 04, 2014 3:14 am

ImpalerWrG wrote:You said 1 trap would be placable per 100 proficiency and that is going to lead to alts for everyone regardless of if they are elite or newb. It is simply easier to raise 5 alts to 100 each then it is to raise one character to 500.


i know but first of all you should raise biles at this alts ,get a skill ,then raise arts and crafts skill to 100 .Also i wrote damage and how is hard trap will depend from skill arts and crafts.so if you have 100 arts and crafts let we count this is like first level .=easy to find ,easy to desroy ,few damage=
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Re: Invisible damage traps,hard traps to remove humors.

Postby Feone » Thu Sep 04, 2014 7:24 am

Brego wrote:
ImpalerWrG wrote:You said 1 trap would be placable per 100 proficiency and that is going to lead to alts for everyone regardless of if they are elite or newb. It is simply easier to raise 5 alts to 100 each then it is to raise one character to 500.


i know but first of all you should raise biles at this alts ,get a skill ,then raise arts and crafts skill to 100 .Also i wrote damage and how is hard trap will depend from skill arts and crafts.so if you have 100 arts and crafts let we count this is like first level .=easy to find ,easy to desroy ,few damage=


It'd work best if the amount of traps placable on the claim is capped by the A&C of the person placing it.

5 alts with 100 A&C each would still result in the same cap on the claim as one would have.
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Re: Invisible damage traps,hard traps to remove humors.

Postby Brego » Thu Sep 04, 2014 7:58 am

Feone wrote:
Brego wrote:
ImpalerWrG wrote:You said 1 trap would be placable per 100 proficiency and that is going to lead to alts for everyone regardless of if they are elite or newb. It is simply easier to raise 5 alts to 100 each then it is to raise one character to 500.


i know but first of all you should raise biles at this alts ,get a skill ,then raise arts and crafts skill to 100 .Also i wrote damage and how is hard trap will depend from skill arts and crafts.so if you have 100 arts and crafts let we count this is like first level .=easy to find ,easy to desroy ,few damage=


It'd work best if the amount of traps placable on the claim is capped by the A&C of the person placing it.

5 alts with 100 A&C each would still result in the same cap on the claim as one would have.


i think not same result if with 100 crafts you can place very easy difficulty trap .5 traps against 1 trap what was built by player with 500 skill much worse .I think no sense to make alts with easy noobs traps against raid group where people are over 200 biles.first and second level for begginers and they can protect own small bases from not hard raiders.this is small example from me.
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Re: Invisible damage traps,hard traps to remove humors.

Postby ImpalerWrG » Thu Sep 04, 2014 8:37 am

Trying to limit trap counts as your describing just seems like a complete kludge to me, NOTHING else works like that in Salem. I don't have the number of Braizers on my claim limited, the number of houses I can build isn't limited by Hammer and Nails. Having one particular thing be limited in this way is just odd.

Now I totally agree that a limit is needed and that elites should have more traps so their bases are literally the dungeon-of-doom.

How about this, when low level traps spring and hit a person that person accumulates stacks of 'smarted' and with enough stacks the low level traps become visible and thus they can be avoided, bypassed or disarmed easily. High level traps need more stacks to reveal and thus can get in more hits and are thus worth building in greater quantity. This even makes a bit of sense, if someone fell in a pit trap three times they would probably get familiar with what they look like and darn cautious about looking at the ground, but they would then never see that advanced swinging pendulum ax blade coming.
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