Suggestion:20080125 Traps

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20080125 Traps

Shieldw0lf 07:44, 25 January 2008 (UTC)

Suggestion type
Item, Skill.

Suggestion scope
Survivors.

Suggestion description

New Item - Sensor Found in Tech Store or Armoury

New Item - Detonator Found in Tech Store or Armoury

New Skill - Trapsetting

Allows the possessor to lay traps.

New Skill - Advanced Trapsetting

Gives the possessor a +25% bonus to the success rate of their traps

New Skill - Disarm Traps

Gives the possessor a +25% bonus to their chance to locate and disarm traps. This skill is also useful to zombies.

New Action - Lay Trap

Traps may be laid in the entrance to buildings, or on the street.

A sensor, detonator and a shotgun shell are required for trapping entrances.

A sensor, a detonator and a fuel can are required for trapping streets.

Trapping an entrance takes 1 action point, while trapping a street takes 2 action points.

Entering trapped squares.

Trap effects are triggered when a player attempts to enter or leave a trapped zone.

When a human attempts to enter a trapped area, they have a 30% chance of tripping the trap, and a 70% chance of finding the trap.

When a zombie attempts to enter a trapped area, they have a 70% chance of tripping the trap, and a 30% chance of finding the trap.

The movement they were attempting does not occur.

If a player is caught by a trap, they take 5 damage, the person who set the trap gets 5 experience points, and the trap is destroyed.

If they were free running when the trap hit them, they fall to the street in the square they were attempting to enter.

If the player spots the trap, they gain 2 experience points. On their next turn, they may disarm the trap and gain 3 experience points, or bypass the trap and enter the area.

No more than one trap may be laid in any area.

To break the percentages down

Survivor has 70% chance to find simple traps Survivor has 45% chance to find complex traps Survivor with trapfinding has 95% chance to find simple traps Survivor with trapfinding has 95% chance to find complex traps

Zombie has 30% chance to find simple traps Zombie has 5% chance to find complex traps Zombie with trapfinding has 45% chance to find simple traps Zombie with trapfinding has 30% chance to find complex traps

It would be difficult to scale to a million because of the rare item requirements, however, the consequence would be a moment in time where there was a trap on every square. The result would be that humans could generally run through trapped areas with relative safety, while each square a zombie entered would generally deal them damage and remove the trap. Thus, the consequences would be minor and automatically alleviate themselves.

It may under some definition be an "auto-attack", although I wouldn't consider it a very good one, and it's been explicitly said that being an auto attack shouldn't rule something out anyways.

I think of it as a means for organized survivors who have already secured their defensive in every other way to spend their extra action points doing that little bit more preparation work.

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


Kill Votes

  1. Kill - Nicely explained and thought out, and not an auto attack in the problematic sense discussed on Frequently_Suggested. However, I really don't like it; it wouldn't anything to the game except a random nuisance HP / AP drain. SIM Core Map.png Swiers 09:01, 25 January 2008 (UTC)
  2. Kill - Would be somewhat of a pain walking around. --SeventythreeTalk 09:12, 25 January 2008 (UTC)
  3. Kill - zombies are stupid, they should not have a 30% chance to find a trap. and even if they did find a trap, they would trip it because they are mindless eating machines. nice try though. --Scotw 09:26, 25 January 2008 (UTC)
  4. Kill - no traps, although you did give me an idea.--Zach016 12:02, 25 January 2008 (UTC)
  5. Kill - no traps, please--CorndogheroT-S-Z 13:31, 25 January 2008 (UTC)
  6. Weak Kill - Kind of cute, not a terrible idea in itself, but would change the game in ways I'm iffy on. Sorry. I was going to write something pithy about "Dennis the Zombie Menace" or "Home Alone with Zombies", but don't feel inspired today. --Pgunn 15:35, 25 January 2008 (UTC)
  7. Underpowered - Nice suggestion, but in order to be useful, a trap should way more powerful. As it is now, it's more efficient to use that shotgun shell to blast a zombie than to make a trap. --Hhal 16:31, 25 January 2008 (UTC)
  8. Kill- Traps like this are useless against zombies who just bite/stand up and only serve to annoy other survivors.Studoku 16:59, 25 January 2008 (UTC)

Spam/Dupe Votes

  1. Spam/DupeTraps are an Auto Attack. Also high likelihood of being a dupe. ᚱᛁᚹᛖᚾ 08:58, 25 January 2008 (UTC)
  2. Spam - No traps. --The Grimch U! E! WAT! 09:07, 25 January 2008 (UTC)
  3. Spam - no traps / auto-attacks, please. --Funt Solo QT Scotland flag.JPG 09:21, 25 January 2008 (UTC)
  4. Spam - Completely out of genre and would unbalance game play. --Uncle Bill 13:33, 25 January 2008 (UTC)
  5. No auto attacks. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 13:37, 25 January 2008 (UTC) You can change my vote from Spam to Dupe 'cause this is a close Dupe of this. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 17:04, 25 January 2008 (UTC)
  6. Spay - No mines -- boxy talki 15:40 25 January 2008 (BST)
  7. Spam - Well thought out, but it goes against the whole no auto-attacks thing. Good luck on other suggestions though --Druuuuu OcTRR 18:10, 25 January 2008 (UTC)
  8. Spam - Automatic attacks are not good. I suggest checking frequently suggested in the future before making new suggestions. --Z. slay3r Talk  18:13, 25 January 2008 (UTC)
  9. Spam - No Traps.--Karekmaps?! 18:31, 25 January 2008 (UTC)