User talk:Bobafan

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Traps

Greetings...I have gone and made some rules for the Traps suggestion you had made, the suggestion I posted is more in depth than your overview. I am asking you to R&R the suggestion Traps 2.0 and give me your input...on it...--Chaplain Drakon Macar 18:05, 5 February 2008 (UTC)

I'm going to continue on my own method of traps.


Traps


With recient zombie skill modifications such as blocking an exit, barricaded ruined buildings, and free run damage, I feel the Survivers also should get a new usefull attributte to balance gameplay.

I propose a seperate skill which would be to somehow rig a shotgun or other weapon to the door or barricade of a building so when a zombie destroys the last of the barricade and enters, it gets damaged according to the type of weapon and gets knocked back into the street.

This would basicly be a one time use guard so that survivors can either rest a little easier or slow the fall of a suburb. A building can only have one trap at a time.

The weapon would be drawn from the items box, just like useing a first aid kit. Once the trap has been sprung, it would be lost like other used up equipment.

Just like using any weapon, traps would have a probability of hitting. The traps would have around 65% probability of hitting the target.

Besides the attacking probability, there would also be a probability for constructing the trap. A 65% sucess rate, a 10% failure rate, and a 25% Epic Fail rate. The Epic Fail would cause the trap to backfire, damageing the person who attemted to set up the trap for the full damage of the trap.

This is one method of preventing the trap form being completely effective.

In-game text for the trap would be similar to the following.

"You tie a string from the trigger of your (firearm) to a piece of the barricade."

"You position your (mele weapon) so if fall when the barricade is removed."

"You hear something break and you get shot in the face for (X) damage."

"You hear something break and you are hit by your (mele weapon) for (X) damage."

"You hear something break and your (firearm) fires past your head."

"You hear something break and your (mele weapon) brushes past you)

"You notice that a (weapon) has been place near the door way, it is attached to a length of string."

Traps can only be seen from the inside of a building.

Requirements to build a trap are a toolbox, the Trapbuilder skill, a weapon, and 10AP.

These requirements are to reduce the number of traps throughout Malton.


Summary


Requirements: Toolbox, Trapbuilder skill, weapon, and 10AP

Trap set: 65% sucess 10% fail 25% take damage

Trap activation: Damages for attack of weapon with 65% sucess and 35% failure and knocks intruder into street.

Limit: 1 trap per building

--Bobafan 03:35, 7 February 2008 (UTC)


I think that the construction skill alone is enough as I'm not sure as to whether or not votes would go for an added skill...It's worth a shot though...--Chaplain Drakon Macar 05:06, 7 February 2008 (UTC)