Go Back   Angband Forums > Angband > Vanilla

Thread Tools Display Modes
Old September 30, 2011, 22:42   #11
Fendell Orcbane
Join Date: Apr 2010
Location: Washington state USA
Posts: 460
Fendell Orcbane is on a distinguished road
Originally Posted by Narvius View Post
I think traps would be generally much more interesting if there were NO DAMAGE TRAPS. At all. Because those are boring. Basically either lethal (and thus require perfect TD) or negligible (in which case they are redundant).

whole-level aggravation
item steal traps (item dropped SOMEwhere on level, with possible restrictions being "outside vault", "within x of trap")
trap doors
destruction (kind of a mixed-blessing. Someone who finds one of these may very well want to walk into it strategically)
melee-block curse (can't melee for some short time)
spell-block curse
item-curse (only sticky curse)
unbuff (removes all current buffs)
elemental weakness
temporary stat drain (this one could be annoying, so temporary drain that times out after a few hundred turns. As recompensation, they would ignore sustains)
manadrain (all SP, plus temporarily no regen)
fumble curse (can't use devices)
+ basically everything that temporarily disables some subset of @ skills.

These are all potentially disastrous, but not by as brutishly direct means as instakill damage traps.

Damage traps only make sense when damage is hard to remove - this isn't the case in Angband. Here, you can sleep next to a bunch of giant fire demons for a few minutes and all your severed limbs will grow back.
I think these are all very cool traps!
Fendell Orcbane is offline   Reply With Quote
Old September 30, 2011, 23:40   #12
Therem Harth
Join Date: Jan 2008
Location: Entropia
Posts: 884
Therem Harth is on a distinguished road
Narvius: got to admit, my first thought there was "Oh no, not melee blocking." But now that I think about it, this could be really cool, as long as the effect is limited to an area or kept to reasonable duration.

Actually I have some ideas about antimagic/antimelee stuff that aren't strictly trap related, so I think I'll post those in another thread.
Therem Harth is offline   Reply With Quote
Old October 1, 2011, 11:33   #13
Unangband maintainer
andrewdoull's Avatar
Join Date: Apr 2007
Location: Sydney, Australia
Age: 42
Posts: 872
andrewdoull is on a distinguished road
Originally Posted by Therem Harth View Post
Yeah, ranged traps sound good. But again, lethality has to be kept in check IMO, or it's just another way to die through no fault of the player. e.g. in Unangband there are a lot of hugely damaging ranged traps in the early dungeons; you can stumble into one and get instakilled on level 1.
I think 'most' of those are buggy boulder-style traps.
The Roflwtfzomgbbq Quylthulg summons L33t Paladins -more-
In UnAngband, the level dives you.
ASCII Dreams:
andrewdoull is offline   Reply With Quote
Old October 1, 2011, 16:52   #14
Therem Harth
Join Date: Jan 2008
Location: Entropia
Posts: 884
Therem Harth is on a distinguished road
"Boulder-style"? I wouldn't know about those, but I did have a character instakilled by a poison gas trap.
Therem Harth is offline   Reply With Quote

Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
Question regarding traps in daaj Dark Variants 2 June 30, 2011 10:07
traps gfx fyonn Vanilla 4 September 25, 2010 02:09
Setting traps barna10 Variants 1 August 16, 2010 11:16
Unangband - Traps Whelk Variants 3 August 1, 2010 19:46
Traps Zero Vanilla 10 January 22, 2008 15:06

All times are GMT +1. The time now is 07:49.

Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2017, vBulletin Solutions, Inc.