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Jackard
- Posts: 8849
- Joined: Sun Jul 12, 2009 6:07 am
- Location: fucking curios how do they work
Re: Realistic and Interactive Hunting
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.”
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Orteil
- Posts: 66
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- Location: frunce
Re: Realistic and Interactive Hunting
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)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.
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Potjeh
- Posts: 11824
- Joined: Fri May 29, 2009 4:03 pm
Re: Realistic and Interactive Hunting
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.
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.
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ThirdEmperor
- Posts: 592
- Joined: Tue Feb 16, 2010 9:44 pm
Traps
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. 
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ImpalerWrG
- Posts: 470
- Joined: Tue Feb 02, 2010 10:17 am
Re: Traps
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.
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.
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Winterbrass
- Posts: 367
- Joined: Thu Jan 07, 2010 6:12 pm
Re: Traps
Someone can one-shot me with a ranged weapon.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.
Therefore, lethality is most emphatically an option.
I want instant-death traps.
jorb wrote:Haven aims to be hardcore.
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EPSIL0N
- Posts: 73
- Joined: Mon Feb 01, 2010 4:32 am
Re: Traps
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?
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?
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ImpalerWrG
- Posts: 470
- Joined: Tue Feb 02, 2010 10:17 am
Re: Traps
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.
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.
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Onionfighter
- Posts: 2957
- Joined: Sat May 30, 2009 8:45 am
- Location: Mordor
Re: Traps
Indeed.Vasilich_ru wrote:good idea.
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