Ranger Traps

Started by The7DeadlyVenomz, August 12, 2008, 09:39:36 PM

Quote from: Synthesis on August 13, 2008, 04:42:16 PM
Another possibility would be simply to revoke the defense nerf, instead of resorting to a bunch of clunky workarounds for it.

Heh, this sounds like a program architecture debate at work. Everyone gets all excited about how to fix a problem, until some asks why are we having this discussion? Just put things back and the problem is solved. I'm not saying that is the case here, but it just reminded of the old "yes we can, but should we" question.
Amor Fati

Even so, it still would kinda make sense for rangers to eventually learn how to set snare/deadfall/pit traps and things of that nature.

I don't think the ranger class is lacking at all, but traps would be cool. I'd want it to be something where you set it up, leave it, and come back later hopefully to find an ensnared animal. I'd prefer that to anything that worked as quickly as crafting does.

"No live organism can continue for long to exist sanely under conditions of absolute reality; even larks and katydids are supposed, by some, to dream." - Shirley Jackson, The Haunting of Hill House

Quote from: flurry on August 17, 2008, 01:11:06 PM
I don't think the ranger class is lacking at all, but traps would be cool. I'd want it to be something where you set it up, leave it, and come back later hopefully to find an ensnared animal. I'd prefer that to anything that worked as quickly as crafting does.
Precisely. I did not make this thread to counter defense nerfs, as some think I did. I did this because Rangers should be able to have snares, plain and simple. Rangers are supposed to hunt Animals first, people second. So surely, they could figure out a way to lay a pitfall to do their job?
Wynning since October 25, 2008.

Quote from: Ami on November 23, 2010, 03:40:39 PM
>craft newbie into good player

You accidentally snap newbie into useless pieces.


Discord:The7DeadlyVenomz#3870

It'd be neat if one of the range specializations dealt in the setting of snares and traps, but not necessarily only the kind people are thinking of.

What if a ranger could set a snare/trap in a wilderness room that had signs of wildlife, similar to foraging in a room that seemed to have wood, stone, or another resource.  They'd set the trap and then, every hour, it'd have a chance of snaring a critter.  Once snared, the critter would remain in the trap until either someone (i.e. the hunter, another traveler, or a predator) found them, or until the trap broke (i.e. time elapsed).

That way, a ranger could set traps around a certain area and then check them the next morning to see what may have been yielded from those rooms.  Similar to foraging, but with a longer turnaround rate.

-LoD


Quote from: LoD on August 17, 2008, 05:07:35 PM
It'd be neat if one of the range specializations dealt in the setting of snares and traps, but not necessarily only the kind people are thinking of.

What if a ranger could set a snare/trap in a wilderness room that had signs of wildlife, similar to foraging in a room that seemed to have wood, stone, or another resource.  They'd set the trap and then, every hour, it'd have a chance of snaring a critter.  Once snared, the critter would remain in the trap until either someone (i.e. the hunter, another traveler, or a predator) found them, or until the trap broke (i.e. time elapsed).

That way, a ranger could set traps around a certain area and then check them the next morning to see what may have been yielded from those rooms.  Similar to foraging, but with a longer turnaround rate.

-LoD



I think this is the best version of the idea yet, and others PCs, and VNPCs, and NPCs predators should defiantly have a change of capturing the traps prize or destroying the trap.
Quote from: Twilight on January 22, 2013, 08:17:47 PMGreb - To scavenge, forage, and if Whira is with you, loot the dead.
Grebber - One who grebs.

Quote from: FantasyWriter on August 17, 2008, 06:40:01 PM
Quote from: LoD on August 17, 2008, 05:07:35 PM
It'd be neat if one of the range specializations dealt in the setting of snares and traps, but not necessarily only the kind people are thinking of.

What if a ranger could set a snare/trap in a wilderness room that had signs of wildlife, similar to foraging in a room that seemed to have wood, stone, or another resource.  They'd set the trap and then, every hour, it'd have a chance of snaring a critter.  Once snared, the critter would remain in the trap until either someone (i.e. the hunter, another traveler, or a predator) found them, or until the trap broke (i.e. time elapsed).

That way, a ranger could set traps around a certain area and then check them the next morning to see what may have been yielded from those rooms.  Similar to foraging, but with a longer turnaround rate.

-LoD

I think this is the best version of the idea yet, and others PCs, and VNPCs, and NPCs predators should defiantly have a change of capturing the traps prize or destroying the trap.

It would certainly lead to interesting IC competition and possibilities.
Quote from: Synthesis
Quote from: lordcooper
You go south and one of the other directions that isn't north.  That is seriously the limit of my geographical knowledge of Arm.
Sarge?

Such as two rival hunters who claim the same hunting territory.

I like it!
Quote from: Twilight on January 22, 2013, 08:17:47 PMGreb - To scavenge, forage, and if Whira is with you, loot the dead.
Grebber - One who grebs.

You'd have to give rangers two skillsets.

Trapmaking - Constructing traps from raw materials.
Trapping - Laying traps.
Quote from: Fathi on March 08, 2018, 06:40:45 PMAnd then I sat there going "really? that was it? that's so stupid."

I still think the best closure you get in Armageddon is just moving on to the next character.

I like snares better than pit traps.  Snares are fairly simple to make, and don't require a shovel.


A snare might trigger on a larger creature, or one with sharp pincers, claws, teeth, or knives, in which case the creature should be able to break free in a few rounds . . . er, a few minutes.  :)  A PC could get trapped in a snare, but as long as they have a knife (or similar cutting weapon) they can cut themselves free quite quickly.  If they don't have a knife they can still escape, but disassembling a trap without a knife takes a little longer.  (They can also free a mount or a buddy who is snared, in a similar amount of time).  This delay while the creature is trapped gives the ranger a chance to use archery to kill or wound it, before it can charge in to attack or run away.  While snared they can not move out of the room (obviously) and they suffer a small defensive penalty because they can not dodge as effectively. 

Instead of setting the snare in the room, set it "on" an exit.  Or make snares set in the "middle" of a room only able to catch virtual game, while exit snares can catch coded NPCs and PCs (and maybe virtual game too?).  You can set a snare on each exit, possibly even more than one.  Creatures who make a perception check will notice that, for example, the north exit is trapped.  Their chance to notice the snare would be increased both by scanning, or by watching in the direction of the snare -- attentiveness pays off.  Then they can either choose to make a detour,  take a chance moving in the direction anyway, or perhaps try to deliberately trigger, disarm, disable or disassemble the trap, depending on their skills.

Traveling speed might effect your chance of seeing or being caught in snares as well.  You are most likely to spot and avoid snares when you are sneaking, and least likely to spot or avoid snares when you are running/fleeing.  (Delves are the people most likely to be running, but they are also the people most likely to be sneaking, so it evens out.  People on mounts sometimes run, but never sneak).

Ambient visibility might modify the chance to spot it as well.  It is easier to spot a snare on a clear day than on a dusty night.




Skill_Snare_Making -
    A basic crafting skill.  You takes some twine, rope, leather cord or possibly strong vines (you can't just use grass, you need to use the rope-making skill to turn the grass into twine first) and fashion a snare.  You get a snare object.  On a failure you get "a tangled length of twine" or whatever.  You untangle it and try again with the same rope, snare making rarely renders component unusable.  A good quality snare may last longer when triggered or be more difficult to cut yourself free than a shabby snare.  It will also last longer without being triggered.  Eventually any snare will be tangled by wind, buried by sand, or nibbled by insects, but a good quality snare will last longer before it expires.  As your skill progresses, you can make a greater variety of snares.  Initially you can just craft basic snares, later you can make more complex "recipes" that involve adding bells or other noisemakers to make an Alarm Snare, or add sharp bits of glass or obsidian to make a snare that actually does a little damage.  The damage type snares could also be poisoned, using the poisoning skill.   This would be a starting skill for Rangers, a more advanced skill for Assassins and Merchants.  (Yes, merchants.  If they have already mastered skills like Basket_Weaving and Rope_Making, then are good with their hands and they know a lot about how ropes and knots work).


Skill_Snare_Setting -
    You take your snare object, and attach it to a room or exit.  This can be used indoors, but it can not be attached to objects like chests -- you need the trapping skill for that.  (If used indoors it can still catch virtual game like rats and other vermin).  How well you set the snare could modify how difficult it is to spot, and how difficult it is to disarm the snare.  A person good at snare setting can unset a snare without damaging it, salvaging the snare to be used again later.  This skill would branch off of Snare_Making for everyone that gets that skill.

Treat the other man's faith gently; it is all he has to believe with."     Henry S. Haskins

Forget DersertMan!!!

Angela Christine for president!!!

No offense James. ;)
Quote from: Twilight on January 22, 2013, 08:17:47 PMGreb - To scavenge, forage, and if Whira is with you, loot the dead.
Grebber - One who grebs.

I think we are going to have to avoid pit traps...

The humanoids we have on Armageddon already are so stupid they walk into giant holes and canyons in the middle the road (You T-Lands players know what I'm talking about)

Imagine the chaos provided by setting pits that would actually be hard to see.

I dont even want to think about it.

(Yes, that was a plug against the silly holes people fall into, that noone with half a brain would be stupid enough to ride a kank into. Those holes in the middle of roads and crap are some of the cheesiest things I have seen in game, completely stupid.)
Quote from: James de Monet on April 09, 2015, 01:54:57 AM
My phone now autocorrects "damn" to Dman.
Quote from: deathkamon on November 14, 2015, 12:29:56 AM
The young daughter has been filled.

Scan would take care of ranger traps.

As for the holes in the ground ... learn to read the room desc. I've only seen one room that didn't indicate that the trap was there, and that's been typoed.
Wynning since October 25, 2008.

Quote from: Ami on November 23, 2010, 03:40:39 PM
>craft newbie into good player

You accidentally snap newbie into useless pieces.


Discord:The7DeadlyVenomz#3870

Quote from: The7DeadlyVenomz on August 18, 2008, 04:40:50 PM
Scan would take care of ranger traps.

As for the holes in the ground ... learn to read the room desc. I've only seen one room that didn't indicate that the trap was there, and that's been typoed.

I have only found one also, I typoed it both time I fell into it.

I know, stupidity on the players part.

But my PC shouldnt have to suffer for my stupidity.
Quote from: James de Monet on April 09, 2015, 01:54:57 AM
My phone now autocorrects "damn" to Dman.
Quote from: deathkamon on November 14, 2015, 12:29:56 AM
The young daughter has been filled.

Quote from: Desertman on August 19, 2008, 04:59:40 PM
Quote from: The7DeadlyVenomz on August 18, 2008, 04:40:50 PM
Scan would take care of ranger traps.

As for the holes in the ground ... learn to read the room desc. I've only seen one room that didn't indicate that the trap was there, and that's been typoed.

I have only found one also, I typoed it both time I fell into it.

I know, stupidity on the players part.

But my PC shouldnt have to suffer for my stupidity.

I believe the messages go away from dusk 'till dawn in the rooms prior to the holes even if ther is minimal light to see, but looking in that direction still works--last time I was there, anyway.
Quote from: Twilight on January 22, 2013, 08:17:47 PMGreb - To scavenge, forage, and if Whira is with you, loot the dead.
Grebber - One who grebs.

Quote from: FantasyWriter on August 19, 2008, 05:24:09 PM
I believe the messages go away from dusk 'till dawn in the rooms prior to the holes even if ther is minimal light to see, but looking in that direction still works--last time I was there, anyway.

If you're out there in the dark, sandy night, you deserve to fall into a hole.
There is no general doctrine which is not capable of eating out our morality if unchecked by the deep-seated habit of direct fellow-feeling with individual fellow-men. -George Eliot

I think it would be interesting to have a different class of creatures that emerge in a room and then "wander away" that are very hard to detect without scan.  They wouldn't necessarily be hard to kill, but pretty hard to hunt for someone without hunting talents.  Then you could add a lot of unique little critters that vary from being pretty common to being extremely rare and difficult to detect that could be skinned for valuable raw materials.  Kind of "lower importance" species at least to fighting types... small game, certain birds, etc.

Imagine if you are assigned to hunt something common like a scrab and you are a warrior.... no problem.  Now imagine you are in alaska and you have to hunt some sort of rare lynx.  Very, very different propositions.  Whoever made these "secondary" mobs could tailor them to different regions / ecologies.

Quote from: Tisiphone on August 19, 2008, 06:51:23 PM
Quote from: FantasyWriter on August 19, 2008, 05:24:09 PM
I believe the messages go away from dusk 'till dawn in the rooms prior to the holes even if ther is minimal light to see, but looking in that direction still works--last time I was there, anyway.

If you're out there in the dark, sandy night, you deserve to fall into a hole.

Errr... my characters don't, they REMEMBER where deep dark pits are with spiky rocks pointing for people to impale themselves upon.  Just trying to help out D-man a bit. ;)
Quote from: Twilight on January 22, 2013, 08:17:47 PMGreb - To scavenge, forage, and if Whira is with you, loot the dead.
Grebber - One who grebs.

Quote from: hcwalker on August 19, 2008, 09:25:37 PM
I think it would be interesting to have a different class of creatures that emerge in a room and then "wander away" that are very hard to detect without scan.  They wouldn't necessarily be hard to kill, but pretty hard to hunt for someone without hunting talents.  Then you could add a lot of unique little critters that vary from being pretty common to being extremely rare and difficult to detect that could be skinned for valuable raw materials.  Kind of "lower importance" species at least to fighting types... small game, certain birds, etc.

Imagine if you are assigned to hunt something common like a scrab and you are a warrior.... no problem.  Now imagine you are in alaska and you have to hunt some sort of rare lynx.  Very, very different propositions.  Whoever made these "secondary" mobs could tailor them to different regions / ecologies.
The truth.
Wynning since October 25, 2008.

Quote from: Ami on November 23, 2010, 03:40:39 PM
>craft newbie into good player

You accidentally snap newbie into useless pieces.


Discord:The7DeadlyVenomz#3870

I just watched the movie The Hunted a few weeks ago.  In the DVD extras is an interview with Tom Brown Jr., who runs survival schools (because his wife made him get a real job, or at least a real income).  The movie is something like Assassin/Rebel vs. Ranger.  It's pretty awesome.

Lots of traps in that movie.  Realistic ones.  I'm going to mine it for ideas.

Morrolan
"I have seen him show most of the attributes one expects of a noble: courtesy, kindness, and honor.  I would also say he is one of the most bloodthirsty bastards I have ever met."

There are a few creatures that require the scan skill for regular hunting.

More would be nice, though.

Especially around Allanak.
Quote from: WarriorPoet
I play this game to pretend to chop muthafuckaz up with bone swords.
Quote from: SmuzI come to the GDB to roleplay being deep and wise.
Quote from: VanthSynthesis, you scare me a little bit.

August 21, 2008, 01:25:56 PM #46 Last Edit: August 21, 2008, 01:28:15 PM by FantasyWriter
Quote from: Synthesis on August 21, 2008, 01:02:15 PM
There are a few creatures that require the scan skill for regular hunting.

More would be nice, though.

Especially around Allanak.

QFT.  I always love it when my scan reaches the point that I can see a certain "coloration" of an animal that I can usually see without it... it makes me warm inside

Edited to add:  I'd settle for desert rats or tiny lizards.  Or hand sized tarantulas, maybe baby cousins of their badass family out in you-know-which-direction.
Quote from: Twilight on January 22, 2013, 08:17:47 PMGreb - To scavenge, forage, and if Whira is with you, loot the dead.
Grebber - One who grebs.