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#1974 - 05/14/08 12:54 PM
Re: Traps!
[Re: Minstrel]
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Kim
enthusiast
   
Registered: 10/11/07
Posts: 204
Loc: Europe
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"Or, a trap that if the lock is tampered with unsucessfully, then all other doors in the castle automatically close and lock, effectively putting the castle on lockdown."
Well, a castle with tinker locks would then probably be effectively unlootable in one boot. Even one without might be if every door had that trap. Even if just one door did, it would have that effect.
"Labyrinth Locks Trap - Every lock picking tick the lock gets harder and harder unless trap is resisted, then lock acts as normal"
Quite dull and all it would do is act as higher install lock skill, really. What is the point, shouldn't traps at least be a tiny teeny bit exciting, and not just add picking time?
"Garguth's Ushering Manus - Some time after walking through an open door the player is pushed back into the room they came from and the door is shut (chance of relocking)."
With the picking time of 40 vault doors with installed locks as it is (Well over 20 hours with max skill), making traps that basically acts as added vault doors I am not sure would contribute to anything other than adding half an hour - an hour to picking time. Pushing back is an interesting idea, but the chance of relocking should probably be at 5% or so.
"Illusory Hall - If not resisted, walking through this open door sends the player to an exact replica of the existing castle, minus all the contents of rooms (no pets or items). Still has doors with locks and traps."
Well, interesting idea, potentially a wee bit powerful... I'd suggest limiting that trap to one per castle.
"Extradimensional Doorway - Every time the door is opened it leads to a different room, then removes that room from possible exits. Automatically closes each time it is entered."
Automatically closes is fine.. Automatically locks I dunno. Adding to the 20 hour minimum picking time I am not too fond of. And to what kind of rooms? Rooms inside the castle?
It seems a lot of the sugegstions are, at base "...and add a lot of pick lock time!". I had hoped for a wee bit more imagination.
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#1982 - 05/15/08 03:32 PM
Re: Traps!
[Re: Charon]
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Cerberus
addict
 
Registered: 11/28/07
Posts: 608
Loc: Arlee, MT, USA
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Puzzle Room - One of a set of player-submitted (and approved)puzzles is randomly chosen for this trap. The trap springs whenever anyone enters the room, requiring the person to answer correctly or suffer some fate.
Offhand puzzles: - Simple checkers like game in ascii - Sphinx-like question
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#2024 - 06/02/08 10:13 AM
Re: Traps!
[Re: Cerberus]
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Cerberus
addict
 
Registered: 11/28/07
Posts: 608
Loc: Arlee, MT, USA
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Keyhole Observer - Each picking tick has a chance to gather information to be sent in a mudmail to the lock owner. Higher power observers gain abilities like noting the time of lock pick success, the name of the picker, see invisible, names of all players in the rooms adjacent at the time, names and positions of all players in the castle at the time, etc.
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