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Author Topic: It's a trap!  (Read 1455 times)
xera
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« on: July 21, 2014, 12:47:39 pm »

ideas for a trap system and extending the thief class. 

detect traps - similar to detect undead.  while active a thief maintains a heighten awareness, checking for traps along the way.  Has small movement penalty.

examine trap - similar to examine lock, gives idea of how easy / difficult a trap is to disarm.

disarm trap - similar to pick lock could be used either in the trapped room or the adjacent room.  While disarming small chance of triggering the trap

build trap - The pinnacle of a thief's trap skills, each type of trap could be it's only learnable skill discovered via a quest and requiring a set of items to build.

A trap system could add a new dimension to the thief class, giving them more of a role in groups and if allowable in pk, make for some interesting battles. More to follow..
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xera
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« Reply #1 on: August 05, 2014, 11:57:42 am »

A trap is an object that can be placed in a room.  It can not be picked up or teleported.    It can be flagged as armed or disarmed (only really needs one of these flags).  It is of type trap and may have different compositions i.e. pittrap, which determine what it does when triggered.  As well as a predetermined set of traps, there would be a custom composition which would allow builders to write their own event handling.  The level of the trap indicates three things: how well hidden it is, how complex it is to  disarm and it's power level when triggered. (could be split out e.g. size could indictate how well hidden it is and ac could indicate how easy it is to disarm).  A trap may have different trigger points i.e.

* When a player enters the room.
* After a set number of ticks
* Random chance of firing per tick.
* When a player leaves the room

Normal searching gives a small chance to detect traps depending on the trap's sophistication (level).
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xera
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« Reply #2 on: August 22, 2014, 01:22:48 pm »

Examples of types of trap.

Pittrap The floor gives way and the player will drop if not flying into the room below which may contain further traps, the distance the player falls and hence the damage is determined by the trap level, Having featherfall active will cushion the player from some of the affects of the fall up to it's spell level.

Pittrap with spikes Same as above but does additional damage when the player lands.

Crushing walls The exits disappear and the walls slowly close in to crush the player, how long the player has before they are crushed is determined by the trap level.  When the time is up the player is instantly killed.  Players may teleport, recall out to avoid been crushed.

Poisonous Gas the room is flooded with poisonous gas

Darts Small darts fly out of the walls to target the player.  Mainly this type of trap is less deadly than others, however if players continue to stay in the room they will continue to take damage and will eventually be killed.   The darts may also be coated with various poison, maybe even one which paralyzes its victims leaving them open to further dart attacks.

Alarm Sets off an audible alarm which alerts mobs to a players present.  Mobs appear and attack the player.  May also make mobs in the area aggro and/or put further mobs on a heighten state of alert making players easier to spot.

Trip wire When a player enters a room they start off as been in the tripped state.  May also trigger further traps.   Doesn't affect flying players.

Indoor traps fit better with the thief class however druids could also be given a set of outdoor traps, to hunt and trap animals.
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