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AgraemasFri 08-Oct-04 04:21 PM
Member since 13th Dec 2003
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#6042, "Trap thieves"


          

I was thinking that maybe some new types of traps could be added, to make them more interesting. Not sure how this will affect game balance though. A few ideas I had were...

Sticky Trap-Causes greater movement loss and some dex loss.

Grease Trap-Kind of like the spell grease when cast on someone.

Pitfall Trap-Like a hole covered with a thin layer of dirt and wood.

Net Trap-Drops a weighted net on your enemy, but only for the time it takes them to cut it away. Or maybe instead of ensnaring them, this one could do something like Earthbind, taking away fly.

Incendiary Trap-Not sure if there is something like this already, but maybe it could do some fire damage and a chance of immolation.

Barricade Trap-When someone walks into the room, it could shut and lock the door behind them.

Just some ideas.

Thanks

  

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Reply I like the barricade..., GinGa, 17-Oct-04 09:40 AM, #10
Reply RE: Trap thieves, fleshofchaos, 13-Oct-04 07:56 PM, #6
Reply RE: Trap thieves, Agraemas, 13-Oct-04 08:39 PM, #7
     Reply RE: Trap thieves, Agraemas, 14-Oct-04 07:07 AM, #8
          Reply RE: Trap thieves, Qaledus, 14-Oct-04 08:36 AM, #9
Reply RE: Additions, Jerk_Like, 10-Oct-04 03:27 PM, #2
Reply I like the additions..., Agraemas, 12-Oct-04 06:27 PM, #3
     Reply RE: I like the additions..., Jerk_Like, 12-Oct-04 07:11 PM, #4
          Reply RE: I like the additions..., Agraemas, 13-Oct-04 01:44 PM, #5
Reply Quite like these nt, incognito, 09-Oct-04 05:33 AM, #1

GinGaSun 17-Oct-04 09:40 AM
Member since 04th Mar 2003
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#6125, "I like the barricade..."
In response to Reply #0


  

          

All you need is a mechanical trap thingy (bought from guild, level 20)
and the key to the door.

Then when anyone walks through, *snap*. Better make sure you don't lock yourself in by using up the only key!

Yhorian

  

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fleshofchaosWed 13-Oct-04 07:56 PM
Member since 04th Mar 2003
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#6109, "RE: Trap thieves"
In response to Reply #0


          

>Barricade Trap-When someone walks into the room, it could shut
>and lock the door behind them.

I always loved the parts of games/movies/books and whatnot, where you walked into a room, the door shut and locked behind you and the room suddenly started filling up with water, sand, gas, etc.

What a beautiful addition to the Carrion Fields community!

Enjoy!

"Do not merely practice Art, but penetrate to the very heart of it. For only Art and Science elevate man to the Godhead." Ludwig Van Beethoven

  

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AgraemasWed 13-Oct-04 08:39 PM
Member since 13th Dec 2003
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#6110, "RE: Trap thieves"
In response to Reply #6


          

I was thinking, that maybe there could be a blindness trap. Like conjurer's flash spell. You trip a wire and it causes some stuff to explode, creating a bright flash. Blinds for two or three ticks.

  

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AgraemasThu 14-Oct-04 07:07 AM
Member since 13th Dec 2003
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#6117, "RE: Trap thieves"
In response to Reply #7


          

Heh, sorry about replying so much to my own post, but I keep thinking of things for trap thieves that I hadn't added in the last one. I was thinking maybe trap thieves should get a disarm trap skill. Since they can already detect them wouldn't they be able to cut the string or disable the trap?

  

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QaledusThu 14-Oct-04 08:36 AM
Member since 09th May 2004
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#6119, "RE: Trap thieves"
In response to Reply #8


          

>Heh, sorry about replying so much to my own post, but I keep
>thinking of things for trap thieves that I hadn't added in the
>last one.

Don't worry about that. There's some good stuff in this thread.

  

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Jerk_LikeSun 10-Oct-04 03:26 PM
Member since 27th Sep 2004
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#6063, "RE: Additions"
In response to Reply #0
Edited on Sun 10-Oct-04 03:27 PM

  

          

Sticky Trap-Causes greater movement loss and some dex loss.

Also, this could make it harder to remove items, and/or drop them...similar to the "web" spell. Also, to add a little extra spunk to it, how about making it so that in the room in which the trap went off, there is a delay when entering/leaving it as people trudge through the sticky crud.

Grease Trap-Kind of like the spell grease when cast on someone.

Incendiary Trap-Not sure if there is something like this already, but maybe it could do some fire damage and a chance of immolation.


Alright, here is how these two would work together. First, if an incendiary trap goes off on someone who does NOT have grease on them, it will just do fire-type damage with a chance of destroying potions and/or drinking containers that are exposed. Now, if they have already been greased it can cause immolation to happen. To make it EVEN COOLER, make it so that if they trigger any more grease traps while immolated the duration and intensity of the immolation increases. Nasty, huh?

Pitfall Trap-Like a hole covered with a thin layer of dirt and wood.

Make it so damage-trap ingredients can be used on conjunction with this, resulting in whoever hits the trap to not only fall into a hole, but take a hit while doing so. This is nice because it forces people to have to walk back up, where another trap could be.

Net Trap-Drops a weighted net on your enemy, but only for the time it takes them to cut it away. Or maybe instead of ensnaring them, this one could do something like Earthbind, taking away fly.

That could be very nasty. As a balancing-out measure, I'd suggest making the nets for this kind of trap particularly heavy.

Barricade Trap-When someone walks into the room, it could shut and lock the door behind them.

Nasty.


Now for my own trap ideas:

How about allowing more magical effects in traps? For instance, there could be an extremely rare kind of "teleporter trap" that, when triggered, instantly teleports a person. Of course these would be costly to make and have a very long timer, but they could be priceless in the right situations. We could have dispelling traps that, when triggered, do a moderately-levelled "dispel magic" on a person or group. I think these could be fun, and add some much-desired versatility to the class.

  

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AgraemasTue 12-Oct-04 06:26 PM
Member since 13th Dec 2003
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#6085, "I like the additions..."
In response to Reply #2
Edited on Tue 12-Oct-04 06:27 PM

          

Except for the magic ones. And that is only because, what would Ragers do? How would they know to attack a thief or not? I don't want thieves to automatically become enemies to the Village. Heh.


Though maybe for teleport...it could be a catapult and just fling them somewhere random in the area, like vanish. Maybe a little damage and stun....and possible broken legs. Not sure about Dispel.

  

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Jerk_LikeTue 12-Oct-04 07:11 PM
Member since 27th Sep 2004
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#6087, "RE: I like the additions..."
In response to Reply #3


  

          

Except for the magic ones. And that is only because, what would Ragers do? How would they know to attack a thief or not? I don't want thieves to automatically become enemies to the Village. Heh.

Well, I don't think this whole damn game should cater to one (antiquated) cabal. I mean, rangers can be ragers if they choose to forsake using their magic...even an anti-paladin has done it. Assassins, once upon a time, had to do it too. But thanks for the response, and I am glad you liked the majority of the ideas. I also like your idea for making a mundane kind of in-area teleport trap.

  

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AgraemasWed 13-Oct-04 01:44 PM
Member since 13th Dec 2003
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#6100, "RE: I like the additions..."
In response to Reply #4


          

Ahh, yeah. Well I guess magic wouldn't be all that bad. Since they are using ingredients, you could just make the ingredients needed for magical traps be magical, and so ragers would just never touch it. May end up more complicated, but I really wonder if any of this would ever get implemented. It just seemed to me that trap thieves could be a little more interesting, I haven't seen many, and I think that is just because no one wants to play them as much as a city ties, thug, or binder.

  

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incognitoSat 09-Oct-04 05:33 AM
Member since 04th Mar 2003
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#6046, "Quite like these nt"
In response to Reply #0


          

nt

  

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