trapping and gaurd npcs

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

Re: trapping and gaurd npcs

Postby TeckXKnight » Mon Oct 24, 2011 12:44 pm

This is a poor spin on two potentially good ideas. When approached differently, the ideas take on substantially greater merit but as they are in the OP they're not really worth elaborating on.

Something key to keep in mind when trying to figure out traps is how to limit the profit from spamming a passive/automated construction. If it's as simple as setting it, logging off, and having a 25% chance to have a dead animal in the trap, why don't I just build 50 of them? 500 of them? Making them expensive or limited to a certain number per character are really bad solutions. Why do they need to kill or injure animals at all anyway? Couldn't it also work well if any number of traps are loaded with bait within a radius/minimap/grid/whatever then there is a slightly higher chance of animals or certain animals spawning but the bait wears out after so many hours? This way they don't stack, don't guarantee anything, and are still useful and valuable enough to pay attention to if you're a hunter.
This isn't so much a viable idea, more just an example steering away from traps being easy mode for hunting.

As for npcs, we have them indirectly already and will have more in the forms of barter stands, guard towers, etc.. Constructions that substitute the place of players for tasks are essentially NPCs. An NPC does not just have to be a walking, talking hearthling in steel plate.
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Re: trapping and gaurd npcs

Postby ImAwesome » Mon Oct 24, 2011 1:04 pm

I like the baiting idea...could even use a baited trap to help catch live animals(with snares), and give a bonus to taming an animal that is trapped(only have to quell half as much or maybe an initiative bonus?)
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Re: trapping and gaurd npcs

Postby Valkorus » Mon Oct 24, 2011 5:18 pm

ImAwesome wrote:could even use a baited trap to help catch live animals(with snares)


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Re: trapping and gaurd npcs

Postby knightgabe13 » Tue Oct 25, 2011 8:38 pm

Okay I'd approve of a metal bear trap and box traps, but if you had pitfalls then you'd actually be editing the terrain, and I can see this as a griefers method.
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Re: trapping and gaurd npcs

Postby jdesarno » Wed Oct 26, 2011 2:49 am

sigh i mean hmm deadfalls like you got this giant cage for a bear coverd in spikes at the top with a tripwire set to a pad on the base when a animal walks in cage shuts animal is trapped you know what happends next
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Re: trapping and gaurd npcs

Postby ImAwesome » Wed Oct 26, 2011 8:38 am

deadfalls have no cage involved, its usually a medium sized rock propped up by a tiny stick with some sort of food on it. small critter walks over starts nibbling on food, stick goes over, rock smashes critter you have dinner...would be nearly impossible for 1 person to set a deadfall that could kill a bear(no pulleys in this game).
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Re: trapping and gaurd npcs

Postby TheTylerLee » Wed Oct 26, 2011 9:29 am

deadfall as in

Stick holding Boughs up,,

you walk on the boughs,,,

sticks break



you fall into a hole with sharpened sticks inside.
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Re: trapping and gaurd npcs

Postby jdesarno » Wed Oct 26, 2011 11:07 am

sigh but it be a diffrent version of deadfall like a hmm.. stickfall lol
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Re: trapping and gaurd npcs

Postby ImAwesome » Wed Oct 26, 2011 4:45 pm

TheTylerLee wrote:deadfall as in

Stick holding Boughs up,,

you walk on the boughs,,,

sticks break



you fall into a hole with sharpened sticks inside.

you're thinking of a punji/punjee/pungee/pungie pit(I've seen and used all 4 spellings so I'll give all 4)

a dead fall is a weighted trap that crushes and kills prey check wikipedia, sorry about being a stickler for trap names but I was a boyscout so I know all this survival junk that I never use...and about 200 different ways to tie knots even though I only ever use 5
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