Traps, Pits and Obstacles

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

Traps, Pits and Obstacles

Postby Archiplex » Tue Dec 03, 2024 2:28 am

Traps would essentially be an aid/semi-replacement for hunting as well as something that you can use to inhibit players.

Several types of traps could exist - pitfalls that slow down someone and deal some basic damage, spiked traps that can deal special wounds if they hit through armor, nets that heavily slow someone down for a small duration/until taken off, etc.
Both animals and players could trigger them. Traps should cover a relatively big area (3x3 at minimum, but could depend on the trap) and should not be able to be built nearby other traps for a good distance (i.e similar to the milestone range) in order to make them semi-predictable.

Traps would have a "stealth" score determined similarly to your regular stealth score (int*stealth) but affected by the quality/type of trap, and can be detected with perc*exp. Detecting a trap does not let you bypass it, but rather lets you see it visually, rather than it being invisible.

Once you have detected a trap, you can right click - memorize the trap to memorize it. This should take a good bit of time, based off your perception, the type of trap and so forth. Once you have memorized a trap, you can move past it or share it to other players similar to describe. You can memorize any trap within regular memorize range, and do not need line of effect.

Instead of memorizing, you could also directly try to disarm them, probably something similar to the lockpick action in that case. Memorizing a trap should make it easier to disarm.

Animals could have baseline detection scores to impact whether a trap affects them or not, otherwise they move/path around it.

Why: Many later game creatures have a binary "Are they fast? Okay, cheese" approach to hunting them - Mammoths, bears, etc etc. Most of these animals can be killed essentially effortlessly if you know how to cheese things, but to anyone who doesn't they are unapproachable without severely outstatting them - and arguably, this steps from their movement speed. I'd love to see a system that encourages you to hunt animals in more risky ways by using traps to mitigate risk, and also allow you to hunt 'above' your calibre by using them well.

In terms of affecting players, I just think it'd be funny as hell, plus it would add a sense of safety to your village if you set up traps nearby that you could semi-rely on, while also making it possible detect/disarm them.
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