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WilhathSat 08-May-04 01:56 PM
Member since 19th May 2003
528 posts
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#4494, "Trapper Thief Ideas"


          

I'd like to see disease and illness incorporated into traps so that the types go beyond damage, sleep, faerie fire. Diseases and illnesses, as has been made abundantly clear in recent real life examples, can be easily spread via trap.

Any of the illnesses known in CF could probably be spread via liquids, powders, tainted blood, etc. that could be incorporated into a trap. I think it'd be great to be running down Eastern and WOOPS...I've got chickenpox...god damned thief.

Obviously, some diseases aren't airborne...they may be bloodborne and obviously bloodborne diseases aren't transmitted unless they enter the bloodstream somehow. If you've got no wounds the chances that you'll contract a bloodborne disease via trap would be pretty minor. So what do you do? Well the smart thief loads up a damage trap and then a bloodborne disease trap in the room after. Ouch...damn darts just tore me up! Oh ####...I've got a serious disease here!

This is a direction that would be unique to trappers because it doesn't step on poisoner toes (as would be the case if you simply made traps that administered the various poisons) or any of the other thief paths. Illnesses and diseases could range from minor annoyances to major problems.

  

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SandDemonMon 10-May-04 12:13 PM
Member since 12th Apr 2004
101 posts
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#4496, "RE: Trapper Thief Ideas"
In response to Reply #0


  

          

If you look at a lot of the trap ingredients, they show a "type" of damage or disease they would add. Rusty needles, acid-tipped darts, boiling oil, etc. It would need to be added to the code, but the items already show for a lot of this I think.

SandDemon

Despite the fact that my weapons and armor are in desperate need of repair, I blow the entire king's reward on Ale and Whores!

  

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