[1.0] Remove teleport traps from Vor Armoury

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Hachem_Muche
Uruivellas
Posts: 744
Joined: Thu Nov 18, 2010 6:42 pm

Re: [1.0] Remove teleport traps from Vor Armoury

#16 Post by Hachem_Muche »

Yep, I extrapolated what you said about "tactical" use, which I also think would be pretty neat.

I also agree that the the more tactical traps (like teleporters, pinning traps, glyphs) are more interesting than straight up damage traps.

The issue with using the vault mechanics to limit teleport traps in vor_armory is that then they will always teleport you out of the vault - and hence away from danger - making them more nuisance than interesting.

Traps in the game overall could be improved somewhat by simply placing them more strategically, so that the player encounters them at about the same time as he/she finds the monsters -- choke points in vaults, for instance.
Author of the Infinite 500 and PlenumTooltip addons, and the joys of Scaling in ToME.

Mewtarthio
Uruivellas
Posts: 717
Joined: Mon Jul 16, 2012 6:03 pm

Re: [1.0] Remove teleport traps from Vor Armoury

#17 Post by Mewtarthio »

The only time I ever found traps interesting was back when Maze 2 had a high concentration of them.

wobbly
Archmage
Posts: 400
Joined: Tue Jul 03, 2012 8:35 am

Re: [1.0] Remove teleport traps from Vor Armoury

#18 Post by wobbly »

I'd like to see a few randomly placed around rare rogues. Instead of them wasting time trying to target the square your standing on then announcing it to you.
Mewtarthio wrote:The only time I ever found traps interesting was back when Maze 2 had a high concentration of them.
I liked that too. The level feels dryer without them.

ironroby
Cornac
Posts: 32
Joined: Tue May 29, 2012 5:21 pm

Re: [1.0] Remove teleport traps from Vor Armoury

#19 Post by ironroby »

wobbly wrote:I liked that too. The level feels dryer without them.
Thirded.

Infinitum
Halfling
Posts: 109
Joined: Mon Jan 28, 2013 9:05 pm

Re: [1.0] Remove teleport traps from Vor Armoury

#20 Post by Infinitum »

Another possibility would be to have traps only trigger whilst in LOS of enemies in order to ensure at least some tension. This would also get rid of the tedium of exploring zones with water spouts ("z -> hit for 22 damage -> z -> hit for 43 damage -> z -> hit for 35 damage -> z -> hit for..").

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