So I've been thinking and talking about traps in various threads. The devs have stated the desire to have some sort of offline claim retaliation method. Obviously directly dealing HHP damage is not ideal for the many reasons it was removed to begin with as well as being really fucking cheesy and lame. Camflaged trip bows, boiling cauldrons of pitch, and possibly even some explosives among other things.
THIS THREAD IS NOT FOR TRAP IDEAS. This thread is for discussing General Trap mechanics and the merits/flaws of the idea as a whole. See IT'S A TRAP! Part 2 to brainstorm specific trap ideas.
To start with traps should be capable of dealing a significant amount of HHP damage to be a realistic deterrent. At the highest levels, 100-200HHP would have to be realized for players to actively deter intruders. If enough varying types of traps are implemented this could be even be capped as low as 50. The materials involved in their construction and perhaps int or dex or even other stats would determine how well they were constructed. Different stats should affect different types of traps so players of different balances are still able to construct some reasonable traps. Likewise the materials they are constructed of should have ingredients which depend on various skills.
Furthermore, Likewise, detecting and disarming different kinds of traps should require varying skill/stat sets.
I also think that if enough varying types of traps are realized that some could deal SHP or HHP/SHP combos.
Also, perhaps some traps should Aggro a thief/trespasser/vandal and/or deal repeating damage. Forcing them to not just teleport away or log off but to have to plan their escape with the same delicacy, foresight and cunning that their intrusion required. Damage and repeat attacking rates of some could KO a person and force him to stay KOed and aggroed if he didn't escape fast enough forcing him to stay logged in for an hour or two vulnerably which highly increases the chances of him being discovered, and gives the owner a reasonable opportunity to dispense justice or show mercy.
Repeat fire traps should deal less damage obviously, and single or limited fire traps should deal higher damage.
Now, I haven't seen the claim interface UI but I've not heard any complaints about it which must mean it's at least functional and not a major PITFA. This would make a good foundation for determining who you have told about your traps Such individuals would know how to get around your traps and walk through your claim unaffected. I intend to set up a claim and check out this UI sometime today. I'll edit this paragraph when I do.
Comment/critique/Brainstorm away! Stay tuned for an edit linking to 'IT'S A TRAP! Part 2' in which various ideas for traps will be discussed.