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Author Topic: Overhead/Underhead Cage/Weapon/Spike Trap Mechanisms  (Read 533 times)

FantasticDorf

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Overhead/Underhead Cage/Weapon/Spike Trap Mechanisms
« on: January 22, 2017, 03:31:11 pm »

This is a suggestion relevant to diversifying some of the trap materials by making differences on the same theme. Because there is currently no cubic measurement of creatures, sorting them out by Z level is appropriate for the current game mechanics.

Overhead traps are implied to be constructed on ceilings, and can trigger 1 z level below its current level, wheras underhead traps can trigger when a unit is 1 z level above.

> In ranged traps the velocity of the bolt if it misses will still fly and under/over have differing effects based on angle of where it was fired.
  • Traps can stack easier, which means you can fit in more traps into a compact area, perhaps mixing two blends of trap together such as spikes & ranged weapon fire, both simultaneously are avoidable, as you may end up dodging out of 1 trap and also missing the same other trap on the same tile.

> With a underhead cage trap, you could catch keas & low flying birds, and with a overhead cage trap you can catch things on a lower Z level than you are such as fish in a canal or invaders travelling through a trench so there is room for engineering ingenuity.
  • For simplicity, replenishing the trap or unjamming the trap requires standing inside the traps radius, so you could reload two traps from the same tile.

> The overhead & the underhead traps need to be unobstructed to validate their additional range.


Feedback would be appreciated on this minor idea
« Last Edit: January 22, 2017, 03:47:57 pm by FantasticDorf »
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