1. After discovering a trap a player should no longer be affected by it. This is mainly in order to prevent traps from blocking the running path of the player. This is a major annoyance when playing with the mouse and known traps in corridors very often preventing backtracking through known areas.
2. A trap should continue to give damage each turn that a monster stands on it. This in order to make them more tactically valuable for the player and make the game more tactically interesting.
Two trap improvements
Moderator: Moderator
Re: Two trap improvements
You raise an interesting point...
Most traps in the game are multi-shot traps. I don't think that's right. I believe most traps should be one-shot except for a few special ones...
Most traps in the game are multi-shot traps. I don't think that's right. I believe most traps should be one-shot except for a few special ones...
Regards
Jon.
Jon.
Re: Two trap improvements
I think that monsters should be immune to most of the dungeon traps, both to prevent cheesy kills, and to fit with "if it's known, you aren't hit by it"
Re: Two trap improvements
I dunno, I'm kinda reminded of the fight on the drill platform in the latest Star Trek movie, how Sulu kills one of the Romulans by backing him onto a vent. If both you and your opponent know where the traps are, you could try to get the monster to trigger the trap unintentionally. Maybe a percentage modified by rank and level chance for monsters to trigger the trap, if they're standing on a trap when attacked by a player that knows the trap is there? (Could also work against the player - if it's using a "smart" AI, the monster could try to get the player to accidentally trigger the trap.)
Re: Two trap improvements
If discovered traps couldn't hurt you, then disarming would be useless. Mind you, it might be best to just go that route and merge disarming and detection (adding a new skill to replace the disarming one); I'm just pointing it out.
Re: Two trap improvements
Taking an idea from some game I'm forgetting, maybe rogues with trap disarm skill could try to recover the trap instead of disarm it? Certain traps would need certain levels of Trap Mastery to recover; with 5/5 Trap Mastery and 5/5 Disarm Traps you'd still have a dangerous percentage of setting a blast trap off. Would be items in inventory unless the components of the trap are intended to be so commonplace as to be usable from a skill.
Re: Two trap improvements
Are you talking about this kind of thing?:Hedrachi wrote:Taking an idea from some game I'm forgetting, maybe rogues with trap disarm skill could try to recover the trap instead of disarm it? Certain traps would need certain levels of Trap Mastery to recover; with 5/5 Trap Mastery and 5/5 Disarm Traps you'd still have a dangerous percentage of setting a blast trap off. Would be items in inventory unless the components of the trap are intended to be so commonplace as to be usable from a skill.
Rogue finds a sliding rock trap, and disarms it. Obtains a Rock!
Rogue later sets a sliding rock trap by using the rock in his inventory (costing No stamina).
Rogue finds a poisonous vine trap, and disarms it. Obtains a Vine!
Rogue later sets a poisonous vine trap by using the vine in his inventory (costing no stamina).
Rogue finds an alarm trap. Rogue disarms it, obtains an Alarm!
Rogue later sets an alarm trap by using the alarm in his inventory (costing no Stamina) and when a monster steps on it, it summons a team of friendly rogues who beat up the monster for a number of turns, then disappear.
It would probably be easier to just fix it so that if a rogue disarms a type of trap, they learn how to set that kind of trap via Trap Mastery. It would make Disarm Trap much more worth putting points in for rogues.
Re: Two trap improvements
Not necessarily that... I mean, a sliding rock is probably already a part of his repertoire. Rogue finds a pit, pockets the pit and slides it out later for use as a pit trap somewhere else isn't the kind of thing I was talking about. Should have mentioned it, but there were traps in this game that you couldn't take for obvious reasons (how do you take a pit anywhere?). Was moreover referring to the fire traps, lightning traps, ice traps, acid traps, maybe the water traps too, with their blast variants. Suggested inventory items so as to not clog up the list of talents (the one with the default key of 'm'). Never said "no stamina," you could possibly have a "Use Trap" skill learned at Trap Mastery 5 which would cost stamina. Was also for the point of rarity because with some of those traps, you wouldn't want to be able to use with a skill: you could line blast traps up and turn TOME into a tower defense game.