![]() | |||
| |||
| 2004/12/03, 00:46, Fluff: | |
| Trapset (skill)
For Hunter, Ranger, Gutter Runner. The trap could be either damaging , holding or stunning. One trap can be put out by the same character at one time. The trap is triggered whenever someone enters the room and lasts for x ticks. Person who applied it can be trapped himself. Forest, Forest Path You are suddenly entwined in some thorns and vines, making moving impossible. Suddenly a pole emerges from the ground, causing some bloodspill and a lot of pain in your leg. Attached to the branch of a tree, a log comes flying. Hitting you in full force, leaving you in a daze. Etc. | |
| 2004/12/03, 01:03, Morr: | |
| So what should the trap do? give damage? how much? or shall it live the person stunned for some period of time? What do we trap actually? Is it like getting stuck and not being able to move? What are the chances to move, how do we move or get the chance to move out of the trap?
Can it kill a person? If a person dies of it shall it give xp to the person who put the trap? Also if you put a trap in room x, shall you wait in that room? I believe the basic idea is not bad but Fluff you need to supply more information in the context of the warp. Can we use perhaps gunpowder in the traps? | |
| 2004/12/03, 01:04, Morr: | |
| The fact that I can not correct my own typos after 'submitting' is just embarassing! :( | |
| 2004/12/03, 15:11, Fluff: | |
| Uhm... Ofcourse you can move after setting it... And it is just a basic idea, and being rooted means youre unable to flee, dazed/stunned means youre unable to do jack cause youre outcold, damage means you get hurt :P Pretty basic! And if you die to the trap itself the trapper shouldnt get exp, counts as... Per say a climb death. | |
| 2004/12/03, 15:15, Ranald: | |
| I think it's a good idea that could add another interesting method to kill you enemies. But i would like to see a little chance for the trapped dude to escape from the trap. Maybe some trap disable skill, or maybe some stats could determine wether or not he should escape it. | |
| 2004/12/03, 17:09, Faust: | |
| Sounds like a skill like this would need a lot of testing and tuning to not become either overpowered or useless. Sounds like a possible wizkill skill, and i imagine you would have another skill like detect traps to avoid it. A skill like that would become must-have if traps are powerful, and I don't like preventive must-have skills. | |
| 2004/12/03, 20:18, Fluff: | |
| In reply to Faust: It's a way to boost both solo and group pk. Cant see how it could ever be underpowered.
The skills/spells I'm going to idea over the next few days are just other ways of getting kills besides the old fashioned 'You're too exhausted' way. The way I see it this skill can be used in one way that really boosts pk. Youre a ranger, you find tracks of lets say a group of 3, the leader will most likely be down in hps. You set up a snare trap (which you can set off yourself so it can backfire), go hit the leader, if he runs he have a chance of getting trapped if he runs into your trap. This way you can kill him relatively fast since you know where your trap is placed. Leaving you with two people. Lets say they track you, then you can put up a damaging trap (since first one is gone and triggered) (it wont take 2 seconds to put one up, more like 30 seconds depending on which terrain.) Hoping the damage made is enough to be able to pick him out. It still goes both ways, a group of 3 find tracks of one person. They set up a trap, then go after. Now, they have a 300% larger chance of setting the trap off themselves when going passed it. Giving the one a larger chance of getting away. And as far as detection goes, make it be an item in the room which is detectable by per when you walk by? So if it doesnt set off, you can still detect it and know there is a trap there. | |
| 2004/12/03, 23:20, Morr: | |
| 2004/12/03, 23:21, Morr: | |
| 2004/12/04, 02:16, Morr: | |
| I am not sure why my posts are missing above but what I wanted to tell is:
it sounds to be another pk only skill unless we justify the skill by adding some other use cases, utilities. Each race having its own traps/snares for instance. I think tackling a skill from pk point of view is a bit wrong. We don't want to be a pk pure mud here, there are tons of it outside IMHO. | |
| 2004/12/04, 03:24, Grotzgut: | |
| If the trap not only affect players but also mobs I dont think its a skill thats only usefull in pk.
Apart from that its probably the most IC skill for the hunter class IMHO. I dont think its very effective hunting rabbits/foxes/deers with a dagger or spear from an RP view. | |
| You need to be logged in to comment! |
|