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#1 |
Adept
Join Date: Jun 2009
Posts: 141
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Trap Thoughts
I think there's a general consensus that dealing with traps should probably be made less trivial.
However, I think that this requires some thought as to what we want to accomplish by making scarier traps. If we assume that detecting them will be harder for some classes, then we need to balance the game around the assumption that people will be stumbling into the traps at fairly regular intervals. I don't think having people actively search for traps every step of the way is a particularly enjoyable game mechanic, nor do I think having your character or stuff regularly wrecked because you failed a trap detection roll is all that compelling. One option that I find intriguing would be traps that work within a specific radius (I think NPPAngband does something like this?) The idea would be that if you set off the trap by getting too close, it activates an effect to make your life difficult until you can disarm it or get outside the trap's area of effect. Possible effects would be summoning monsters, shortening the duration of positive effects, healing monsters, aggravating them, etc. The idea is that the player has a chance to take an informed risk about how they want to handle the trap, and it changes gameplay in potentially interesting ways (for instance, you might have to deal with a trap that regularly spits fire at you while raiding a vault.) The better a player's perception/dexterity, the greater their chances would be at noticing the trap from a distance, not setting it off, and disarming it quickly. What does everyone else think? Would it it into Vanilla Angband well? |
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#2 | |
Swordsman
Join Date: Feb 2010
Posts: 405
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Quote:
And, oh joy, won't this make being exposed to eleventy-hundred different traps *at one time* in many vaults, a whole lot of fun... And Wormy's "create traps" might well become rather *lethal*. |
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#3 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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NPP has some traps that can fire bolts at you of various types (the "shimmering" traps). I generally find them to be a positive addition since you have to carefully plan around them or else carry wands/rods of disarming or trap/door destruction. Not all traps are ranged traps; that would certainly be a problem.
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#4 | |
Adept
Join Date: Jun 2009
Posts: 141
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Quote:
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#5 | |
Prophet
Join Date: Mar 2008
Posts: 2,750
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Quote:
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#6 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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The attack traps shimmer, so if they aren't covered over by monsters then you should be able to pick them out fairly easily.
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#7 |
Prophet
Join Date: Mar 2008
Posts: 2,750
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Perhaps that depends upon the port or something else. They weren't always obvious to me, although sometimes they were, using -msdl on a linux box.
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#8 | |
NPPAngband Maintainer
Join Date: Dec 2008
Location: Stat Gain, Angband
Posts: 926
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Quote:
As for traps casting spells at the player, NPP features can be installed in Vanilla without turning vanilla into NPP. In NPP they cast when the player is in line-of-sight. That can easily be changed so they only cast when the player is withing 3 squares, or something like that. |
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#9 |
Swordsman
Join Date: Dec 2009
Location: Dallas, Texas, USA
Posts: 455
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If we have ranged traps like that, Rogues should get a ranged (bolt or beam) spell to disarm them so that they can immediately disarm a trap when they get attacked by one.
Some people have suggested trap-setting for Rogues, what about a Rogue-only spell that instead of disarming an adjacent trap 'converts' it so that it ignores the player but will attack monsters moving on to it. You could also give the rouge a couple of spells that create one-shot traps, maybe a bear trap-style trap that prevents monster movement until they break it (copying the rune of protection mechanics), or a trap that prevents spellcasting for a few turns, etc, etc. |
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