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Traps traps traps (long post)



  • It might be getting into a bit too much Dwarf Fortress-y but I’d love to see more traps that people can build and place. Currently there really aren’t a whole lot that you can make - the objects are there but there’s no way to place them. With a more formalized code structure it would be extremely easy to make simple, versatile traps. As it stands you -can- be pretty creative with things like disposal tubes or proximity devices, but it’s very limited. Here’s some more ideas, and ways to counter them.

    All traps have the following pieces:

    • Trap blueprint
    • Triggering mechanism
    • 1 or components

    Trap Blueprints are created from one sheet of paper, a new verb appears in the Object tab called Create Trap Blueprint. This allows you to design a trap. Use the blueprint on a tile and it generates a blank generic trap, which you then fill with components and a triggering mechanism. Use a blueprint on an item, door, person or structure and it will use that as the base for the trap. Ie. blueprint a door and you will plant a trap on the door, blueprint a corpse and the trap will be placed on the corpse. You get the idea.

    Using the blueprint will create a new generic trap object (which is visible on screen) and opens the trap menu, which allows you to insert trigger objects and components, and click on a ‘complete’ button to finish the trap. Some components and triggers require you to select a nearby object and specify to use it in a certain way… See below for examples.

    Traps can only be used once, but they can either be reset or dismantled afterwards assuming all the components are still there. Some traps cannot be reset.

    Set and completed traps are not visible unless you are wearing science goggles, in which case an icon is displayed in the tile when a trap is approached.

    Triggers:

    • Tripwire - Walk across a tile and it triggers. Only triggers once the person steps -off- the tile, and also has a chance of tripping the person like a banana. Requires a coil of cable wire. Useful even without components.
    • Pressure - Walk on a tile and it triggers. Triggers once the person actually steps onto the tile. Requires a floor tile. This can be set to trigger for items, people, NPCs, or a combination thereof moving or landing on it.
    • Wire - The cable can be attached to doors, objects, or even people. When the thing moves, the components are triggered. The object is still taken or moved unless it blows up or something. Cannot be reset. Requires cable coil.
    • Heat - Detects ambient heat in the room and triggers when it reaches a certain temperature. Would not recommend setting a bomb trap to room temperature unless you want to immediately blow up. Requires an analyzer which must first be multitooled.
    • Personnel - Detects specific people nearby (within 1 tile) and activates. Requires a multitooled Security Hudglasses and a piece of paper with the victim’s names written on it.

    I’m sure you can come up with your own clever trigger devices.

    Components:

    Just about anything can be a component for a trap. These are essentially the objects that are not part of the tile’s usual makeup and are meant to cause some sort of effect. These will be activated by the previous triggers. They can be set to activate all at the same time, or in a certain order. Some components are there not to affect people, but to increase or modify the effects of the trap. You can have a maximum of 3 components in a single trap, and a single trap on a tile or object at a time.

    Some traps need no components at all - a tripwire trap on a doorway can simply be used to delay anyone who comes through it. Some objects might not make sense in some traps but do in others; putting nonsensical components in a trap will just make it do nothing.

    Some examples:

    • Remote signalling device: When the trap is triggered, it sends a remote signal. You can already make these sort of traps, albeit a bit crudely.
      Example: blueprint + remote signaller + wire + doorway, signaller triggers a beep to your PDA.
    • Beaker, bucket: Splashes anything in the tile with the beaker’s contents; on all items, people, and the floor tile distributed equally.
      Example: blueprint + floor tile + beaker of chloral hydrate
    • Spray bottle: Sprays a certain direction as well as its home tile. If a person is on the trap tile they get sprayed in the face for double the amount.
      Example: blueprint + spray bottle + cable coil, sprays polyacid at them if they pick it up
    • Kitchen knife: Stabs a dude
    • Tank transver valve: You can probably tell what this does
    • Guns: Shoots the gun off once at whoever triggered it. Any kind of ranged weapons can be used, but high-damage, low shot ones are most useful since it only fires once. Ie. shotgun, grenade launcher. Unfired rounds remain in the weapon until the trap is reset or deconstructed.
    • Cable coil spring: Springs can be made in the Object menu for cable coils, like cable restraints. If one of the other two components is a small-sized item, then that item is launched out via the cable coil (spooled up and tightened like a spring) in a certain direction. If both other components are small items, it randomly chooses one of the two. If there are no other components, the person triggering it is bounced back 3-4 tiles.
    • Fire extinguisher: Sprays water in a chosen direction. If the extinguisher is empty, smacks whoever is in the same tile.
    • Basically anything! Come up with your own!

    Mixing and matching components is an essential part of making clever, high-quality traps, and the components can sometimes interact in interesting ways, where other times the components work badly together and nothing happens. Remember you can only use 3 components in a single trap at any given moment.

    You can even make Rube Goldbergian device since the floor pressure traps trigger on items landing on it. For example, you could set a wire trap across a doorway, which triggers a banana peel to launch via a cable coil spring to land across the room and trigger a pressure plate, which sprays a fire extinguisher into a pile of monkey cubes to suddenly fill the room with monkeys. Stuff like that.

    Traps can be detected by two ways: Science Goggles as mentioned above, or examining the something with shift- or right-click; this method will display if there are strange wires or whatnot attached to the object. Trip wire traps that do not have any components are somewhat visible as plain grey lines in a room.

    Traps can be disarmed using screwdrivers. When on or adjacent to a trap, use the screwdriver itself and a menu will pop up prompting you to attempt disarming it. It takes some time and there is a 30% chance the trap will detonate anyway. Being interrupted (shot at, moved) while attempting to disarm a trap also has an additional 30% chance of triggering it.

    A disarmed, unfinished, or already-triggered trap is, if any components remain, visible to anyone. Deconstructing a trap is easy: just hit it with a screwdriver and the normal trap build menu will pop up with the options to reset the trap (if the components are still there) or deconstruct it. Obviously, chemicals or containers that spray people will be used up, so these must also be refilled if a trap is reset.

    Ideas? Comments? Some essential info I forgot? Should it be harder to make them? Maybe have to draw trap blueprints in the library to give the librarian something devious?



  • It might be getting into a bit too much Dwarf Fortress-y but I’d love to see more traps that people can build and place. Currently there really aren’t a whole lot that you can make - the objects are there but there’s no way to place them. With a more formalized code structure it would be extremely easy to make simple, versatile traps. As it stands you -can- be pretty creative with things like disposal tubes or proximity devices, but it’s very limited. Here’s some more ideas, and ways to counter them.

    All traps have the following pieces:

    • Trap blueprint
    • Triggering mechanism
    • 1 or components

    Trap Blueprints are created from one sheet of paper, a new verb appears in the Object tab called Create Trap Blueprint. This allows you to design a trap. Use the blueprint on a tile and it generates a blank generic trap, which you then fill with components and a triggering mechanism. Use a blueprint on an item, door, person or structure and it will use that as the base for the trap. Ie. blueprint a door and you will plant a trap on the door, blueprint a corpse and the trap will be placed on the corpse. You get the idea.

    Using the blueprint will create a new generic trap object (which is visible on screen) and opens the trap menu, which allows you to insert trigger objects and components, and click on a ‘complete’ button to finish the trap. Some components and triggers require you to select a nearby object and specify to use it in a certain way… See below for examples.

    Traps can only be used once, but they can either be reset or dismantled afterwards assuming all the components are still there. Some traps cannot be reset.

    Set and completed traps are not visible unless you are wearing science goggles, in which case an icon is displayed in the tile when a trap is approached.

    Triggers:

    • Tripwire - Walk across a tile and it triggers. Only triggers once the person steps -off- the tile, and also has a chance of tripping the person like a banana. Requires a coil of cable wire. Useful even without components.
    • Pressure - Walk on a tile and it triggers. Triggers once the person actually steps onto the tile. Requires a floor tile. This can be set to trigger for items, people, NPCs, or a combination thereof moving or landing on it.
    • Wire - The cable can be attached to doors, objects, or even people. When the thing moves, the components are triggered. The object is still taken or moved unless it blows up or something. Cannot be reset. Requires cable coil.
    • Heat - Detects ambient heat in the room and triggers when it reaches a certain temperature. Would not recommend setting a bomb trap to room temperature unless you want to immediately blow up. Requires an analyzer which must first be multitooled.
    • Personnel - Detects specific people nearby (within 1 tile) and activates. Requires a multitooled Security Hudglasses and a piece of paper with the victim’s names written on it.

    I’m sure you can come up with your own clever trigger devices.

    Components:

    Just about anything can be a component for a trap. These are essentially the objects that are not part of the tile’s usual makeup and are meant to cause some sort of effect. These will be activated by the previous triggers. They can be set to activate all at the same time, or in a certain order. Some components are there not to affect people, but to increase or modify the effects of the trap. You can have a maximum of 3 components in a single trap, and a single trap on a tile or object at a time.

    Some traps need no components at all - a tripwire trap on a doorway can simply be used to delay anyone who comes through it. Some objects might not make sense in some traps but do in others; putting nonsensical components in a trap will just make it do nothing.

    Some examples:

    • Remote signalling device: When the trap is triggered, it sends a remote signal. You can already make these sort of traps, albeit a bit crudely.
      Example: blueprint + remote signaller + wire + doorway, signaller triggers a beep to your PDA.
    • Beaker, bucket: Splashes anything in the tile with the beaker’s contents; on all items, people, and the floor tile distributed equally.
      Example: blueprint + floor tile + beaker of chloral hydrate
    • Spray bottle: Sprays a certain direction as well as its home tile. If a person is on the trap tile they get sprayed in the face for double the amount.
      Example: blueprint + spray bottle + cable coil, sprays polyacid at them if they pick it up
    • Kitchen knife: Stabs a dude
    • Tank transver valve: You can probably tell what this does
    • Guns: Shoots the gun off once at whoever triggered it. Any kind of ranged weapons can be used, but high-damage, low shot ones are most useful since it only fires once. Ie. shotgun, grenade launcher. Unfired rounds remain in the weapon until the trap is reset or deconstructed.
    • Cable coil spring: Springs can be made in the Object menu for cable coils, like cable restraints. If one of the other two components is a small-sized item, then that item is launched out via the cable coil (spooled up and tightened like a spring) in a certain direction. If both other components are small items, it randomly chooses one of the two. If there are no other components, the person triggering it is bounced back 3-4 tiles.
    • Fire extinguisher: Sprays water in a chosen direction. If the extinguisher is empty, smacks whoever is in the same tile.
    • Basically anything! Come up with your own!

    Mixing and matching components is an essential part of making clever, high-quality traps, and the components can sometimes interact in interesting ways, where other times the components work badly together and nothing happens. Remember you can only use 3 components in a single trap at any given moment.

    You can even make Rube Goldbergian device since the floor pressure traps trigger on items landing on it. For example, you could set a wire trap across a doorway, which triggers a banana peel to launch via a cable coil spring to land across the room and trigger a pressure plate, which sprays a fire extinguisher into a pile of monkey cubes to suddenly fill the room with monkeys. Stuff like that.

    Traps can be detected by two ways: Science Goggles as mentioned above, or examining the something with shift- or right-click; this method will display if there are strange wires or whatnot attached to the object. Trip wire traps that do not have any components are somewhat visible as plain grey lines in a room.

    Traps can be disarmed using screwdrivers. When on or adjacent to a trap, use the screwdriver itself and a menu will pop up prompting you to attempt disarming it. It takes some time and there is a 30% chance the trap will detonate anyway. Being interrupted (shot at, moved) while attempting to disarm a trap also has an additional 30% chance of triggering it.

    A disarmed, unfinished, or already-triggered trap is, if any components remain, visible to anyone. Deconstructing a trap is easy: just hit it with a screwdriver and the normal trap build menu will pop up with the options to reset the trap (if the components are still there) or deconstruct it. Obviously, chemicals or containers that spray people will be used up, so these must also be refilled if a trap is reset.

    Ideas? Comments? Some essential info I forgot? Should it be harder to make them? Maybe have to draw trap blueprints in the library to give the librarian something devious?



  • You just reminded me of Jigsaw Killer. Who stalks in the darkness and watches people traps and DIES
    Live or Die.
    Make a choice.


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