Traps
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swymir
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Traps
You know what would make things more fun. If you could set up traps for players when they enter a certain area. I have no clue how this can be implemented, but it certainly would make thinks trickier for theives. One thing I'm sure of it would be a project to build. Maybe you would need a rope or other things depending on what kind of trap and when someone enters the room it gets set off or you have a chance of discovering the trap and setting it off as you enter without getting effected by it.
There could be diffrent kinds of traps like oens that lock you inside the place.(Needs to be lock in building or vechicle already) Ones that deal damage and hurt the player inside, and onesthat throw the person back outside. Of course there would have to be a way to get by the traps maybe with a key or something that lets you turn the trap off so that youy can actually let people who you want to in.
There could be diffrent kinds of traps like oens that lock you inside the place.(Needs to be lock in building or vechicle already) Ones that deal damage and hurt the player inside, and onesthat throw the person back outside. Of course there would have to be a way to get by the traps maybe with a key or something that lets you turn the trap off so that youy can actually let people who you want to in.
- thingnumber2
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XBL
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Re: Traps
:lol:Swymir wrote:and onesthat throw the person back outside.
604 - You see Jochem entering door to Bar & Grill
604 - You see Jochem being thrown out of Bar & Grill
This make me think... it would also be funny if you just can throw someone out of a building. Like draging, only faster... you probably loose some strenght than, but you DO get rid of the person.
Jochem
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BUMP.
Rigodona suggested traps in the Spanish forum. I think it is a funny and useful thing to be implemented.
Another (newer) thread suggesting traps here.
My two cents:
Considerations:
* Those traps should be inside buildings (or attached to buildings) since in Cantr there are no differentiation among areas outside buildings, affecting the characters that come in or get out of it.
* It should be possible to detect traps if looking for them. A possible way would be starting a "inspection project" before entering a building. Similar to picking a lock, but the result is the information about the trap, if there is one and the project is succesful. If there is a trap but the inspection fails, the character gets the wrong information.
If there is a trap:
If there isn't any trap:
* Once a trap is revealed, it appears in the building description as an extra sign. Of course, the creators of the trap can see the trap from the beginning.
* When a trap is activated, it is revealed to everyone as a "disarmed trap", no one can fall into it, and it can be rearmed.
Pit trap:
Wood (for the structure that covers the pit)
Reed/wood/grass/stone... depending on the building type (for hidding the trap).
Hammer
Knife
Shovel
5 days.
Constructing time: depending on the building type.
Rearming time: Rearming time: 60% the time of construction.
Character gets trapped until someone drags him off of the pit.
Staked (wood) pit trap:
Wood (for the structure that covers the pit, and the stakes)
Reed/wood/grass/stone... depending on the building type, for hidding the trap.
Hammer
Carving knife
Shovel
Constructing time: depending on the building type.
Rearming time: 60% the time of construction.
Character gets injured (30%?) and trapped until someone drags him off of the pit.
Staked (iron) pit trap:
Wood (for the structure that covers the pit)
Iron (for the iron stakes)
Reed/wood/grass/stone... depending on the building type, for hidding the trap.
Hammer
Knife
Peen hammer
Set hammer
Shovel
Anvil
Constructing time: depending on the building type (twice the wooden version).
Rearming time: 30% the time of construction.
Character gets severely injured (80%?) and trapped until someone drags him off of the pit.
And other types (some already suggested), that I have no time to think out properly.
Poisoned lock trap:
Poison
Iron (for the needle and the activation mechanism)
A lot of steel tools.
Character gets poisoned (damage after time, loss of activity, loss of strength, etc, depending on the poison) and the picking project fails.
Hanging trap (net):
Stone (counterweight)
Small rope (the net)
Wood
Knife
Hammer
...
Character gets hanging into a net until him finishes a hard cutting project (knife) or someone else cuts the hanging rope.
Hanging trap (rope):
Stone (counterweight)
Small rope (the rope, 25% of the required for the net)
Wood
Knife
Hammer
...
Character gets hanging from a rope him finishes a hard cutting project (knife) or someone else cuts the hanging rope.
Stone hit trap:
Stone
Small rope
Iron
Knife
Hammer
...
Character gets injured by a stone that falls over his head (50%?, some tireness also due to the commotion?).
...
Rigodona suggested traps in the Spanish forum. I think it is a funny and useful thing to be implemented.
Another (newer) thread suggesting traps here.
My two cents:
Considerations:
* Those traps should be inside buildings (or attached to buildings) since in Cantr there are no differentiation among areas outside buildings, affecting the characters that come in or get out of it.
* It should be possible to detect traps if looking for them. A possible way would be starting a "inspection project" before entering a building. Similar to picking a lock, but the result is the information about the trap, if there is one and the project is succesful. If there is a trap but the inspection fails, the character gets the wrong information.
If there is a trap:
Code: Select all
Succesful inspection: "your inspection reveals a that_type of trap in the entrance of that_type"
Failed inspection: "your inspection reveals that there is no trap in the entrance of that_building"If there isn't any trap:
Code: Select all
Succesful inspection (80%): "your inspection reveals that there is no trap in the entrance of that_building"
Failed inspection (20%): "your inspection reveals a that_type of trap in the entrance of that_building"
* Once a trap is revealed, it appears in the building description as an extra sign. Of course, the creators of the trap can see the trap from the beginning.
* When a trap is activated, it is revealed to everyone as a "disarmed trap", no one can fall into it, and it can be rearmed.
Pit trap:
Wood (for the structure that covers the pit)
Reed/wood/grass/stone... depending on the building type (for hidding the trap).
Hammer
Knife
Shovel
5 days.
Constructing time: depending on the building type.
Rearming time: Rearming time: 60% the time of construction.
Character gets trapped until someone drags him off of the pit.
Staked (wood) pit trap:
Wood (for the structure that covers the pit, and the stakes)
Reed/wood/grass/stone... depending on the building type, for hidding the trap.
Hammer
Carving knife
Shovel
Constructing time: depending on the building type.
Rearming time: 60% the time of construction.
Character gets injured (30%?) and trapped until someone drags him off of the pit.
Staked (iron) pit trap:
Wood (for the structure that covers the pit)
Iron (for the iron stakes)
Reed/wood/grass/stone... depending on the building type, for hidding the trap.
Hammer
Knife
Peen hammer
Set hammer
Shovel
Anvil
Constructing time: depending on the building type (twice the wooden version).
Rearming time: 30% the time of construction.
Character gets severely injured (80%?) and trapped until someone drags him off of the pit.
And other types (some already suggested), that I have no time to think out properly.
Poisoned lock trap:
Poison
Iron (for the needle and the activation mechanism)
A lot of steel tools.
Character gets poisoned (damage after time, loss of activity, loss of strength, etc, depending on the poison) and the picking project fails.
Hanging trap (net):
Stone (counterweight)
Small rope (the net)
Wood
Knife
Hammer
...
Character gets hanging into a net until him finishes a hard cutting project (knife) or someone else cuts the hanging rope.
Hanging trap (rope):
Stone (counterweight)
Small rope (the rope, 25% of the required for the net)
Wood
Knife
Hammer
...
Character gets hanging from a rope him finishes a hard cutting project (knife) or someone else cuts the hanging rope.
Stone hit trap:
Stone
Small rope
Iron
Knife
Hammer
...
Character gets injured by a stone that falls over his head (50%?, some tireness also due to the commotion?).
...
Tyche es una malparida. Espero que Ramnus y Pluto intervengan... o no 
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tiddy ogg
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I thought about putting this in the spoof suggestion thread, but maybe in the remote future...
Man trap - big iron spiky gintrap.
400g iron, file and hammer needed.
Can only be built inside a building. Comes with lock so it can be set.
Could be classed axs a vehicle, if that's easier, with speed of 0. If char is released it's done 20% damage, or he can hack his own foot off and then can only walk with a crutch, (again classed as a vehicle, with speed 0.8* walking speed.
The problems I see are of having vehicles indoors, if the trap and crutch are classed as such.
Man trap - big iron spiky gintrap.
400g iron, file and hammer needed.
Can only be built inside a building. Comes with lock so it can be set.
Could be classed axs a vehicle, if that's easier, with speed of 0. If char is released it's done 20% damage, or he can hack his own foot off and then can only walk with a crutch, (again classed as a vehicle, with speed 0.8* walking speed.
The problems I see are of having vehicles indoors, if the trap and crutch are classed as such.
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shapukas
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Gran
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shapukas
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- Location: Kaunas
So what? i think you still woudnt be able to finde something that doesnt egsist. If you dont trust your chars abilities, then you can act as if maby there still is some sort of traps. That should be left for the char to deside if he examined the place or better examine again, o maby just leve the place? Eany whay, if there is a trap then there shoud be posibility to deactivate it. So how you can deactivet something that isnt there? Lets take exaple. Fallout. That was a great game. So, when you examine the lock and dont fine eany trap (depends on your skills) then its up to you to believe in it that there arnt eany traps and open the door and make trap to go off if you missed it or just leve the door. If you cant fined eanything, then you dont know how that trap looks like, then you wont be able to dissarm it.
- Chris
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- Joined: Sat May 05, 2007 1:03 pm
Here is a way to think about traps, as well as many other things in games. Some things you want to do, and other things you do because they clear obstacles on the way to what you want.
If a game's pace is moving too quickly, putting in more obstacles makes sense. There has to be some challenge in getting from Point A to Point B. However, if a game's pace is slow, or a game is suffering from a population decline, putting more obstacles in the game makes no sense.
I would say that Cantr already has a very long period between starting work on a goal and achieving it. Compared to other MMO games, it has a very slow pace. Cantr also has a declining player population. Many of the players it does have are inactive. Having traps in the game wouldn't make people want to play more. They would be a pain in the ass.
If a game's pace is moving too quickly, putting in more obstacles makes sense. There has to be some challenge in getting from Point A to Point B. However, if a game's pace is slow, or a game is suffering from a population decline, putting more obstacles in the game makes no sense.
I would say that Cantr already has a very long period between starting work on a goal and achieving it. Compared to other MMO games, it has a very slow pace. Cantr also has a declining player population. Many of the players it does have are inactive. Having traps in the game wouldn't make people want to play more. They would be a pain in the ass.
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Voltenion
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