ctopolon3 wrote:what u think about make some traps mechanic? after u done drinks, pvp & siege ofc.
You'll need to elaborate a bit more on the idea than this. Traps have been brought up before, a lot, without much consideration for how they'd work or what they'd do. Just saying 'traps' is about as meaningful as just saying 'remove bots'.
For example, if you can set permissions in your kinlist for who is immune to your traps, it'd become absolutely necessary to fill your base and every tile in the surrounding grid with traps. There's no penalty for not and it prevents intruders, spies, and attackers.
What if traps were an object you filled into your claim and anyone who trespassed had a chance to set it off based on a number of variables such as claim size?
For hunting, what do traps mean? Does it just make the already ridiculously easy hunting system into an entirely passive one where you walk a bear through four traps and then have a kill? Do they just snare animals temporarily, preventing fleeing?
Are they just sort of a passive construct? Do you set a trap on an unclaimed tile on wild terrain and an animal spawns caught in it after X time? Essentially just another form of farming?
What do traps do? Damage? Slow debuffs? Immobilization? Something else?