Traps idea

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Traps idea

Postby CShooter » Mon Nov 14, 2016 11:44 pm

We all need protection. Let me introduce you brand new system named "Trapped? Go f**k yourself!"
The system includes 4 parts:
Skill: "Traps", 20k LP, learns after "Basic mechanics".
Abilities: "place trap" and "disarm trap".
Traps:
a) Bear trap. Costs 2 steel ingot, 5 wrought iron nuggets. Causes "immobility" effect on character for 30 minutes. Immobilized character can't logoff, move and travel to hf.
b) Spikes trap. Costs 1 wrought iron ingot, 5 blocks and 2 boards. Maybe some amount of bone glue too. Causes "bleeding" effect, which works similar to animal bleeding, but it lasts only certsin ammount of time and victim hp
c) Boulder trap. Costs 30 stone and 2 boards. Cause "concusion" wound, similar to caveins.
And mechanics:
Any character with learned skill can place, detect and disarm traps. Chance to detect trap depends from PER*EXP, softcaped by stealth. Chance to disarm trap depends from PER*Stealth. Disarmd trap left over on a ground as an item (35% chance), dissapears (50%) or hurts (15%). Chance to place trap is constant.
Damage, made by trap, depends from trap quality, more Q = more damage. Q of trap softcaped by DEX, Carpentry or Smithing and Stealth (because you'll need to camouflage it).
Hope it will make game a little more interesting.
Oh, and important thing to all noob killers:
Traps can only be placed on CLAIMED PAVED land or inside buildings.
I'm from Russia, my English is not so good. Sorry for that.
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Re: Traps idea

Postby kaysaari » Tue Nov 15, 2016 12:01 am

+1
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Re: Traps idea

Postby MrPunchers » Tue Nov 15, 2016 1:39 am

+1 on traps, but not what you reccomended, those are kinda broad and op sounding for the cheapish cost.
I would like traps like blinds, or the ones in urw, like dead falls and snares.

Also what's the point of traps if they can only be put on claimed land, to catch people? I would think they'd catch animals such as bears and deer.
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Re: Traps idea

Postby maze » Tue Nov 15, 2016 2:31 am

Image


...but anyhow...trap would be kinda hard to balance namely at war times.
without making any changes to your suggestion.
if a faction made 300 traps all over their village.
about 40 or so would "hurt" when they are being disarmed...

This would just be a pain in the ass in general for both sides.
Defenders having to setup traps on every sq. cuz it basiclly the best way to to defend before the initial attack.
attack would more then likely be repled by a large faction just by traps alone.
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Re: Traps idea

Postby sMartins » Tue Nov 15, 2016 2:41 am

traps should be only for animals....then maybe one day we could figure out how to work with persons too...
Btw, URW traps and definetly not only on claim....it makes no sense.
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Re: Traps idea

Postby CShooter » Tue Nov 15, 2016 9:19 am

1) Animal traps may be same, as human traps, BUT it must be placed quicly and decayed in 2-3 minutes to prevent char blocking. Or, maybe, they must NOT interract with character at all.
2) All parametres are discussible, this is only a rough example of what it can be.
3) I've thought mostly about protection from thieves and raiders than about a hunt
I'm from Russia, my English is not so good. Sorry for that.
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Re: Traps idea

Postby jorb » Mon Jan 02, 2017 11:39 am

Probably the one most often recurring suggestion.
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