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.
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.
jorb wrote:Haven aims to be hardcore.
Vasilich_ru wrote:good idea.
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