Suggestion:20080312 Traps for the Practical Survivor

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Traps for the Practical Survivor

Suggestion Type
Skill and Flavour. Also some minimal damage. NOT AUTO-DAMAGE!!

Suggestion Scope
Survivors with the new traps skill.

Suggestion Description
Okay, off the bat, I'm gonna say that this is NOT auto-damage. This is time-consuming flavour for n00bs who don't know better and veterans that have time on their hands.

First off, whoever wants to use this skill will need to buy the new "Traps" Skill. Other possible names include "Trapping", "Booby Traps", and "Fortification".

Next, said player would need to find a toolbox, and items specific to different traps. There are three kinds, listed here:

  • Toecatcher- A shotgun shell half buried resting on the sharp end of a nail. Item Needed: Shotgun Shell. Possible Damage: 25%, 3-5 dam. AP Cost-5
  • Tripwire- A wire (from the toolbox) tied across a doorway. Only indoors. Possible Damage: 50%, 0-1 dam, 3 AP. Ap Cost-5
  • LooterNeuter- A knife cunningly concealed in debris or dark room. Each time someone searches the area, 10% chance of being hit. After that, it's done. Item Needed: Knife. Possible damage: 100%, 3 dam, -20% to searches and attacks for next 20 AP. AP Cost-10 AP

Traps are set in the area the trapper is at the moment of setting. This consumes the indicated AP amount and the items indicated. It would also consume one use of the toolbox. "What's this" you ask? Well, if this suggestion is implemented, all toolboxes would have uses, to a maximimum of 15, randomly determined and displayed like firearms

Lastly, the trap is triggered. For the Toecatcher and the Tripwire, this occurs the first time someone who isn't the trapper or on his/her contacts list (they're in the know) enters the area (area = block. Traps can be set indoors or outdoors, except the Tripwire). They are hit using the percentage indicated, and take the number of damage stated (randomly determined).

Now, here's the part where I explain how this isn't auto-damage. Every 24 hours, all traps fall apart and are wasted. This time can be extended by whoever set the trap entering the area the trap was set and clicking "service trap(s)" This would cost 2 AP per trap in the area, and would extend the life of the traps by 24 hours. This may only be done three times, and only after 12 hours have elapsed after the last one. Of course, for each trap serviced, the trapper would have a 5% chance of setting off a trap. Ouchy, my spleen!.

All done. Thanks for bearing with me. I know it was long, but I hope it is implemented. Don't vote Spam for auto-damage! I will hunt you down and use your feet for meat! --Officer 123satsitx 22:44, 12 March 2008 (UTC)

Voting Section

Voting Rules
Votes must be numbered, justified, signed, and timestamped.
# justification ~~~~

Votes that do not conform to the above may be struck by any user.

The only valid votes are Keep, Kill, Spam or Dupe. If you wish to abstain from voting, do not vote.


Keep Votes

  1. Keep - Author Keep. Also... Boo Yeah for LooterNeuters! --Officer 123satsitx 22:47, 12 March 2008 (UTC)

Kill Votes

  1. Kill - It is a nice idea but it needs refining. There are a few areas that need explaining more thoroughly and the knife in the dark trap is a bit overpowered, particularly on the effect to attack rates. I'm also not liking the contacts list thing. The people in your contacts may be enemies as well as friends and I wouldn't like them to know I'd set up a shotgun shell on a nail for them to get tetanus from. You have put some thought into this but it does need some work. I recommend you take it to the discussion page and get some advice and pointers on getting the numbers and features right. -- Cheese 23:12, 12 March 2008 (UTC)
  2. Kill - these would be primarily useful by Death Cultists, especially LooterNeuter, which gets an instakill from me --CorndogheroT-S-Z 23:46, 12 March 2008 (UTC)

Spam/Dupe Votes

  1. Spam - just like sniper rifles, this (effectively) allows ranged attacks with no threat to the attacker. --Funt Solo QT Scotland flag.JPG 00:03, 13 March 2008 (UTC)
  2. Spam - As Funt, just try and get my feet!!! I dare you!!!--/~Rakuen~\Talk Domo.gif I Still Love Grim 00:23, 13 March 2008 (UTC)
  3. Spam "if this suggestion is implemented, all toolboxes would have uses, to a maximimum of 15, randomly determined and displayed like firearms" - Gee, you kinda slipped a MAJOR FUCKING GAME CHANGE in there real quiet like, eh? I can't vote keep or kill, because the suggestion title (and bulk of the text) is HUGELY missleading as to what the suggestions actual impact would be. It should be called "Toolboxes Limited to 15 Uses and Some Weak Traps" if you want people to know what they are actually voting on. SIM Core Map.png Swiers 00:59, 13 March 2008 (UTC)
    Re:Uses for making traps, you illiterate plebe. Ha, plebe. —The preceding unsigned comment was added by Officer 123satsitx (talkcontribs) 02:50, 13 March 2008.
    Next time, try putting in the words, if you want me to read them. I'm plenty literate, but I can't read minds. For example, despite your "clarification" above, its still unclear if, after 15 uses to set traps, the toolbox could still be used to repair generators, radios, and buildings. SIM Core Map.png Swiers 03:37, 13 March 2008 (UTC)
  4. Spam - As Swiers - the ****. --  AHLGTG THE END IS NIGH! 01:29, 13 March 2008 (UTC)