theTrav wrote:WELCOME TO THE TRAP MEGATHREAD
I have merged a heap of trap threads carelessly into a single blob of trap gibberish.
Read it before you post your trap idea, I guarantee someone has had it before.
This is an Extension of IT'S A TRAP Part 1 wherein generalized trap mechanics are discussed.
Herein discussion and brainstorming of specific traps can be discussed. Once your idea is fleshed out I'll Add it to Post #2 and link to the post wherein discussion is pertained if this thread gets large enough to require such levels of organization.
Stay abreast of the developments of Part 1 when making ideas to get a handle on what currently flies for acceptable mechanics if you wish to include proposals for mechanics of your trap idea but remember that mechanics aren't really what this thread is about. This is a thread for brainstorming What kind of traps could be realized in game.
Feel free to expand on or further define, comment critique and discuss ideas already proposed.
So far we've heard:
Cauldrons of boiling pitch. These would probably be tied to gates/walls and be very difficult to set up (requiring a cauldron and obviously, needing to build several to cover an entire wall). This might be one that's expensive enough to be built on gates only should intruders attempt to enter through a gate. And other, cheaper traps elsewhere on walls.
Hidden tripwire crossbows. In addition, these kinds of traps should be able to fire poison arrows. How they are camouflaged is probably a matter of discussion for Part 1 (Read: Go there to discuss if traps like these should be blatantly invisible barring some detect traps skill or the other).
Pit Spikes. These could be constructed from a couple of planks and some sticks covering a a, guess what, dug out pit of spikes. You could subsequently lay tile or grass (Read: Sod), or forest (read: Leaves).
I've just woken up and as I go on with this day I'll gather my ideas and finish making my list. This is just to get the ball rolling.