So, i've been slowly working on this one for quite a time now...
There are a number of problems with Trap Disarm mechanic in the vanilla game.
First of all, the disarm chance calculation is bugged in a way that makes the probes not factor in the possibility of disarming at all - the only difference between them is how much tries you'll need, unlike what we have with locks and lockpicks. (Thankfully, this was fixed by Hrnchamd in his latest MCP beta)
Second, the "fTrapCostMult" GMST is set to 0, which means that every single trap in the game has the same difficulty, not depending on its power.
Third, even if we fixed the problem above by setting the GMST to some negative value, the trap placement in the game is all over the place. About half of them are just normal auto-calc spells set to be traps, which means any spell rebalance will affect these traps' difficulty as well. Among them are several really stupid choices, like a chest trapped with Alit Bite, or several Thunder Fist traps (Thunder Fist, if you don't remember, is actually the Nord racial power). The specialized trap spells have pretty a variable magnitude (2-20 for 3 s) but always the same difficulty.
And more and more.
What I want to do:
- Set fTrapCostMult to some nice working value, most likely (-1)
- Create several tiers of dedicated trap spells, with their difficulty depending on magnitude or contextual danger.
- Replace all the normal spells in traps with these dedicated, non-autocalc ones.
- While doing it, get rid of the traps with useless effects which just go away after some time, like Blind, Drain etc. I think most of the players only start looting the containers and open the doors after they are done with enemies in the vicinity, so these don't add anything to the gameplay, except some mild annoyance.
- Rebalance the probes.
I would appreciate any input on these changes ans well as creative ideas for the traps. For example:
- An underwater trap which casts Water Walking on you and thus instantly moves you away, to the surface, and doesn't let you enter water again for some time.
- An underwater Burden trap which makes you stay underwater and possibly drown.
- An underwater Drain Fatigue trap which makes you drown immediately.
- A low-magnitude Levitation trap which makes you fly wery slowly, as well as prevents you from resting.