(TRAPPING) New Skill

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

(TRAPPING) New Skill

Postby dvsfx92 » Sat Jul 27, 2013 12:12 am

Did a search of the forum and was surprised this has yet to be suggested or maybe I just wasn't vague enough in my wording but I would like to suggest a new skill 'trapping'. This skill would unlock new options of constructible traps that players use to hunt wild game some maybe would not even require the player to be present or possibly even logged on.
So I picture it as when you first initially unlock the skill and if you have discovered the items to build the trap (of course) and possibly killed the animal you are intending to kill atleast once you unlock a trap that is intended to more easily catch/kill that animal or creature.
The first trap you unlock would be along the lines of a bait snare the building requirements would be a few branches some string and of course bait, this is a small game trap targeting rabbits and foxes. You would load the trap with either veggies or meat of somekind then place it on the terrain that animal is known to spawn on. The mechanics would work by placing a timer on the trap and and roll a series of chances overtime of catching an animal. Now if an animal spawns near the trap then a bonus chance is granted, traps break fast so this would make the player have to check traps regularly and build new ones often. As the player progresses in-game they unlock better traps or a skill is purchased that allows this also like curios players have some sort of attention limit to how many traps they can place larger more advanced traps requiring more attention, so a player may be able to place 10 rabbit traps but only a single bear trap this would prevent trap spam/farming. Traps not placed on claimed land can be looted and/or broken, this could help a lucky new player snowball into the game and obtain some rather nice skins items rather quickly.
Some traps could be utilized in different ie, the bait snare takes up 2 tiles if it is placed a tile on water and land then loaded with stones it becomes a drowning snare the diffirence between the 2 one kills the animal the other catches it alive the bait snare could have a higher chance of catching animals but also a chance of the animal breaking free.
To further build on this idea advanced trapping or booby traps could be a secondary skill allowing players to what else? Build booby traps for defensive purposes like a bowtrap when this trap is built the owner chooses an area infront of the trap as the activation area and any hostile player that steps into this area will be in for a nasty surprise, traps like this may need to be reloaded/reset and regular maintenance of a quality material to prevent spamming.
My motive behind booby traps is to deter a single person from wrecking havoc on another lone souls claim (bashing down their whole palisade) and a sort of offline defence to slow attackers so when you do return you may find you bought yourself a little time to co-ordinate some additional defences or thwarted the raiders attack with well placed traps outright.

Anyway thats it for now if my thread isn't locked ill look forward to some feedback and if you made it through I'm sorry for te brickwall of words but what can i say I'm in defensive mode .. Actually just typing on my phone while i play :p
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Re: (TRAPPING) New Skill

Postby krikke93 » Sat Jul 27, 2013 12:26 am

Maybe also add a bird trap. Looks cool to me.
I only see one flaw in this idea, I see people making dozens of alts to place more traps at a time. And I don't like alts :lol:
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Re: (TRAPPING) New Skill

Postby Flameturtle » Sat Jul 27, 2013 1:13 am

Plus the unfortunate problem with having to keep the area loaded. The booby traps seem interesting as the area would be loaded by the prospective targets anyway but anything with static defenses usually gets shouted down like crazy by people here.
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Re: (TRAPPING) New Skill

Postby dvsfx92 » Sat Jul 27, 2013 1:28 am

Ah ya alts -.- i was thinking that with the maintenance and the fact other players could steal from and break them at a certain point it would make spamming them more of a hassle then a benafit keeping tabs on them all. But I like the idea of bird traps maybe a handheld noosing wand that when equipped and right clicking on certain trees opens up another option to catch a bird from the tree and building on that a bug net ? XD extends your avatars reach when equipped making catching insects a slightly bit easier if not quicker especially on those dragonflys in the swamps. Oh how could i forget about deadfalls-kills the animal outright but makes bones unretrievable from the carcass lol :mrgreen:
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Re: (TRAPPING) New Skill

Postby overtyped » Sat Jul 27, 2013 6:36 am

bob dole supports this idea, however it seems hard to implement, because when a player leaves an area for long enough, it unloads.
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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Re: (TRAPPING) New Skill

Postby SuperNoob » Sat Jul 27, 2013 2:34 pm

I'm sure I've seen trapping ideas before, and I like the idea of traps. so:

could make it simpler by giving it a timer(like kilns/smelters) making it a chance thing. you set it wait X amount of time(maybe 4 hours since thats half a game day) then come back and you have a chance to have a sprung trap with nothing in it, sprung trap with an animal caught in it(wounded? dead? snared? these could be other chance things or tied to trap type and type of animal caught), unsprung, or broken.

unsprung trap could be sprung by player and reset elsewhere(shouldn't restart the timer with no interaction), sprung trap can be reset by the player, broken trap is a trash item(could be used to get some type of curio?) and of course if theres an animal caught in the trap once animal is killed, there could still be a chance the trap is broken.

why the suggestions to have empty or broken traps:
if its a bear caught in a snare its just going to break the rope.
if you have a large cage and catch a fox its just going to slip out between the bars.

about animals being wounded/killed/trapped:
say you make a deadfall and it triggers on a bear, well bears are big and bad so it might just wound it while it would kill a smaller animal like a boar/fox.
if you set a bear trap, and it would catch the animal by the leg with a stake in the ground preventing it from escaping(slightly wounded but no big deal) so you'd still have to kill it.
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Re: (TRAPPING) New Skill

Postby borka » Sun Jul 28, 2013 4:07 am

search.php?keywords=traps&terms=all&author=&fid[]=5&sc=1&sf=all&sr=posts&sk=t&sd=d&st=0&ch=300&t=0&submit=Search

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