Set traps

Post » Sun Jul 24, 2011 6:31 am

Dislike reading? Skip right to shorthand suggestion. For those of you who don’t mind a read, I usually pack a lot of details and thought into my suggestions.

Feedback is welcome, so long as it is constructive and follows forum guidelines. If I left something out, something seemed biased, don’t like the wording of some excerpt, I am sorry and I am only human. Just remind me in a non-flaming way please. Nine times out of ten, I did not mean to do it. I spend a great deal of time on these suggestions, and I am not afraid of editing it. That said, I hope you enjoy the topic, posting is supporting though it isn't required of course a vote is well received.

The object of the game is to get as many eyes on the suggestion as possible. The more people looking, the more attention it gets from moderators and administrators are more likely to look at it then. There is a large possibility it has already been discussed by them. This doesn’t mean we cannot let them know what we feel about this particular ideal. That is why we should talk about it in the first place, because they are interested in it just as much as we are.


-=Shorthand Suggestion=-

Utilize the repair skill to include new trap functions. Involving the production, placement, disarming, and marketing of the trap to venders as a blueprint or item.

Production being the making of the trap itself, whether it is simple press and click, or as complex as using one of you’re pre-designed traps. Placement being self-explanatory as in, placing the trap on a grid, or anywhere on any surface. Disarming meaning setting the trap off with a low skill, disarming the trap, disarming the trap and taking anything useful, disarming the trap adding it as a blueprint for future use. Marketing being selling the traps as simple as a preset item to a player designed trap.

-=Detailed Suggestion=-

Traps have been a big part of the game already. There is only one player type of trap, and it is landmines. There was an instance in Fallout 3, where you were able to teach a town how to make a landmine field.

Traps within the game include, bear traps, landmines covered by brush, gas tanks set off by trip wire, steel beams released by trip wire, computers rigged to blow when interacted with, grenade bouquet, car engine released by trip wire, and rock fall released by trip wire. The traps were set off by pressure plates and trip wires. Within Bethesda’s Elder Scrolls there was a pitfall trap that might work with fallout if done correctly, not quite sure the other traps would work.

Possible issues might be the time budget, if someone is modding it and removed any restrictions from it could crash the game or become incompatible with other mods, lag, if players can make their own traps after awhile it could lag if no limit is placed, some people never liked traps anyway, and if overdone it could actually take away from the immersion it was trying to add.

We should have it if a large audience wants the feature, there is time enough to do it justice, limits are placed to protect gamers, adds a level of immersion to a hunter tracking prey like feel, and it sounds awesome on paper.

-Traps are either a pre-made item, blueprint learned by the player using clutter to make it, or a combination including a possible player trap design mode.

-Traps would need to be limited by skill and cell by how many you can have. Have them expired after a set number of time depending on player skill.

-Add more traps and more triggers.

-Possible trigger’s might include, lasers, rigged doors, weight sensitive items that you would actually want, buried traps where possible, more advanced and expensive heat sensitive, and detonator.

-Make NPC’s respond to loud gunfire, sounds, lights, simulated smells (like if you drop meat or a fresh hide), and give us the means to use these as lures against them.

-If meat is allowed as a lure, if out in the wilds and we drop it, have chance random encounters where animals pick up the smell, starving people find it and take it, and so on.

-Possible traps could be anything explosive used with any one of those triggers, NPC’s acting like they need help when in reality it is a trap, a water supply with copper wires and a trip line in the water, door with claymore attached to it, door with attached to it, door with spiked tree or steel beam attached to it, door that opens up to a room with a valuable item across the distance and a pitfall trap, dead body rigged to bow if any one of a few triggers mentioned above are activated, or a non-lethal trap that is bound to piss anyone off, valuable weapon across the room and trigger defined above set’s off a thermite explosion that destroys the gun. A computer that when you fail after the certain amount of attempts it explodes. Fail a lock pick the lock ignites thermite and stays closed forever unless they add in an ability to shoot doors open.

-Make it apart of the story line as it already is most of the time. Such as Fallout NV’s many or some of the associated fallout 3 one’s. But, it would be kool if you could see someone getting ready to start one, you talk to someone for a while time goes by and the trap is half way made, then a little more time goes by and the trap is done. Adds immersion.

-Depending on the trap have a loss of karma or gain of karma for it toward that faction. An example I can think of that was thought of as morally depraved was the Vietnam War, pungi sticks dipped in fesses so it doesn’t kill you till later.

-Have each faction using unique traps. Not every military or hunting party made the same traps.

Can't think of much else, I might edit or adjust as feedback comes in though so stay tuned.
User avatar
Farrah Barry
 
Posts: 3523
Joined: Mon Dec 04, 2006 4:00 pm

Post » Sun Jul 24, 2011 3:44 am

Although i like the concept of being able to set traps and such, i cant imagine many situations where you would actually be able to use them much to your advantage, its not often that enemies are comming at you, more often than not you are going after them.
User avatar
Poetic Vice
 
Posts: 3440
Joined: Wed Oct 31, 2007 8:19 pm

Post » Sun Jul 24, 2011 6:56 am

Although i like the concept of being able to set traps and such, i cant imagine many situations where you would actually be able to use them much to your advantage, its not often that enemies are comming at you, more often than not you are going after them.


Lets use Boone's Bitterspings mission as an example, you know enemies are going to show up and you have time to lay out traps to stop them!
User avatar
FLYBOYLEAK
 
Posts: 3440
Joined: Tue Oct 30, 2007 6:41 am

Post » Sun Jul 24, 2011 3:49 am

Lets use Boone's Bitterspings mission as an example, you know enemies are going to show up and you have time to lay out traps to stop them!


True in missions like that it would be damn useful, but as i said its not often that these situations arise. I can think of a handful across Fallout 3 and New Vegas combined.

Without a greater capability to lure enemies through traps, any concerted effort put into making better/bigger traps would be wasted.
User avatar
Holli Dillon
 
Posts: 3397
Joined: Wed Jun 21, 2006 4:54 am


Return to Fallout Series Discussion