Trap megathread animal hunting traps and PC traps

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

Re: Realistic and Interactive Hunting

Postby Jackard » Thu Mar 11, 2010 4:37 am

well, you know, traps. but there are ways to make them more interactive. make placement matter. have some catch but not kill.
“A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.”
User avatar
Jackard
 
Posts: 8849
Joined: Sun Jul 12, 2009 6:07 am
Location: fucking curios how do they work

Re: Realistic and Interactive Hunting

Postby Orteil » Thu Mar 11, 2010 9:18 am

ImpalerWrG wrote:The total computational load would be trivially small and you would get both the natural predator-prey interactions and the effects of hunting, for example if you decimate foxes in an area you'd see rabbit populations rise as a natural result.


If rabbits could ruin crops, that would mean interesting decisions such as "stop hunting fox so we have less rabbits". (not that hunting fox is really worth it anyway)
Orteil
 
Posts: 66
Joined: Tue Mar 02, 2010 4:39 am
Location: frunce

Re: Realistic and Interactive Hunting

Postby Potjeh » Thu Mar 11, 2010 11:09 am

Like Impaler said, simulate the ecology. For every simulated animal generate a closed loop trail. Each point of the loop is associated with a certain time point, and the total duration of one loop is determined by it's length, which is random within certain limits. Only if a player finds himself on the trail at the same time when the animal is supposed to be at that point, the actual animal is placed in the game world.

Traps only work if they're placed on the trail, and the animals are caught in them when they reach that point of their trail, in case it matters when one is caught. Placing a trap on a trail shouldn't be a sure thing, of course.

Of course, these trails are useless if the players can't see them. There should be harvestable traces on the trail, which can be found with sufficient exploration. Animal type and time when the trace was left should be possible to determine (maybe another exploration check).

Stealth checks should be made when you collect traces (easy check) or place traps (a bit harder check). If you fail the check, the animal is disturbed and changes it's trail.
Image Bottleneck
User avatar
Potjeh
 
Posts: 11811
Joined: Fri May 29, 2009 4:03 pm

Traps

Postby ThirdEmperor » Thu Mar 18, 2010 1:41 am

How about being able to leave traps for jerks who break into your house, maybe a bear trap that traps them until you come home, or a spring loaded poison dart, you just stick it in a container and anyone else who opens it gets F'd up. :twisted:
ThirdEmperor
 
Posts: 592
Joined: Tue Feb 16, 2010 9:44 pm

Re: Traps

Postby Vasilich_ru » Thu Mar 18, 2010 7:47 am

good idea.

bear and fox traps, rabbit traps, chicken and fish traps - with chanse to trap, depends on survival skill, hunting|fishing and trap q.
Vasilich_ru
 
Posts: 9
Joined: Thu Feb 25, 2010 7:57 pm

Re: Traps

Postby ImpalerWrG » Thu Mar 18, 2010 8:18 am

The OP was talking about anti-personnel traps (I approve), not wild game traps (suggested many times already).

Presumably detection/perception give some chance of evading/disabling traps. Lethal traps are in my opinion a non-starter and confinement is very iffy as its a potential death sentence, but a trap that gave a temporary "cant steal" debuff would be reasonable and effective at deterring theft which should really be the whole point. Alternatively a ''sent catch" trap that holds trespassing or theft sent and gives a large quantity of it would make tracking easier as it means the pursuer doesn't have to pass the track skill roll (the trap having done it already), also the trap would keep scent from decaying. This would make theft a bit more risky and exciting as thieves would need to have decent perc/exp to be effective.
ImpalerWrG
 
Posts: 470
Joined: Tue Feb 02, 2010 10:17 am

Re: Traps

Postby Winterbrass » Thu Mar 18, 2010 8:25 am

ImpalerWrG wrote:The OP was talking about anti-personnel traps (I approve), not wild game traps (suggested many times already).

Presumably detection/perception give some chance of evading/disabling traps. Lethal traps are in my opinion a non-starter and confinement is very iffy as its a potential death sentence, but a trap that gave a temporary "cant steal" debuff would be reasonable and effective at deterring theft which should really be the whole point. Alternatively a ''sent catch" trap that holds trespassing or theft sent and gives a large quantity of it would make tracking easier as it means the pursuer doesn't have to pass the track skill roll (the trap having done it already), also the trap would keep scent from decaying. This would make theft a bit more risky and exciting as thieves would need to have decent perc/exp to be effective.

Someone can one-shot me with a ranged weapon.

Therefore, lethality is most emphatically an option.

I want instant-death traps.
jorb wrote:Haven aims to be hardcore.
User avatar
Winterbrass
 
Posts: 367
Joined: Thu Jan 07, 2010 6:12 pm

Re: Traps

Postby EPSIL0N » Thu Mar 18, 2010 9:08 am

I could see the use for poison traps or something with a status effect but I don't like the idea of a trap that could instantly kill someone.

The other thing is which traps would be intelligent and able to distinguish between allied players and enemies and which would have to be disarmed every time you wanted to pass?
EPSIL0N
 
Posts: 73
Joined: Mon Feb 01, 2010 4:32 am

Re: Traps

Postby ImpalerWrG » Thu Mar 18, 2010 9:40 am

A lethal or potentially lethal trap simply squashes theft as a viable activity, and the designers clearly think theft should exist in the game. Comparing a trap to a trained and elite marksman or warrior is none-sense, the marksman can't be in more then one place at at a time or online at all times nor is he hidden. Even if making a lethal trap required murder and a few bars of steel they would very quickly be all over the place and theft would be near suicidal.

Friend/Foe recognition on traps seems perfectly reasonable from usability, again we want these things to be usable not a pain in the ass. But I would require a trap to be manually reset after it's been sprung so its not a perpetual work free defense.
ImpalerWrG
 
Posts: 470
Joined: Tue Feb 02, 2010 10:17 am

Re: Traps

Postby Onionfighter » Thu Mar 18, 2010 10:13 am

Cheerleader
User avatar
Onionfighter
 
Posts: 2957
Joined: Sat May 30, 2009 8:45 am
Location: Mordor

PreviousNext

Return to Critique & Ideas

Who is online

Users browsing this forum: Claude [Bot] and 0 guests