Traps and containers

Post » Fri Dec 24, 2010 5:00 am

i think it would be awesome if.. instead of using a container and getting a menu to pop up to grab whats inside.. how about containers have items inside them and using the object opens the container for items to be grabbed!! aside from being more realistic this serves many more purposes...

1: you can hide inside the containers... great for stealth
2: you can smash the containers open
3: other things could hide in containers... nasty suprise for you when a ghost may be in the chest, skeletons are in the closet or that coffin may not be empty :cryvaultboy:

in theory this would be harder to do with random content. i think the way to get around this is to make organised spawns inside. in a book chest there will be lots of nodes rather than just one that say where each book spawns... in a potion chest a similar approach will be made but the spawning places inside the chest would obviously be different due to the shapes of the potions. remember that this game has a lot more level designers and it would be possible to manually put items inside of containers!

one more thing to mention would be that Armour models should appear differently when spawned in their crates (lots of other objects might have dust on too) to fit better inside them. clothes would appear to be hung up in wardrobes whilst folded in draws. sometimes specific weapons should be chosen to match the container.. for example a leveled claymore may be held by the dead skeleton in his coffin but no claymores would be put in the smaller weapon chests :D



characters could fit inside containers!!

ghosts could jump out of chests when you try to unlock them, monsters could try to jump out of closets as you pass them... you could open up a nordic coffin and steal some possessions.. but if you try to grab the sword clutched at the skeleton's chest it may just wake up and try to decapitate you with what you tried to take...



traps... traps that failed in oblivion where the wall spikes,daedric mines and towers... actualy everything!!!


1: bring back door and container spell traps!!
-instead of text telling you that something is trapped let the player find out!! perhaps a detect trap spell.
-however a lot less should be trapped. mundane looking items should never be trapped
2: containers with things inside of them!! like i mentioned earlier.. it may occur upon opening wrongly, smashing or taking a particular item. it doesnt have to be an npc, i can imagine a few things having poison gas inside
--- this reminds me... what if there was a spell to collect poison gas to be used as an ingredient for alchemy? perhaps you could use this gas and it would be a powder that you could use for nasty surprises on npcs by putting it in their closet or throwing it in their food,drink or clothes
3: ambush traps. by this i mean that doing a certain action might cause every skeleton in the room to wake up or make the statues slightly more lifelike
4: while spike shooting traps are stupid.. crossbow traps are not :) . usable one shot crossbows but possibly repeating ones for elven or dwemer ruins
5: well hidden pitfall traps with various things underneath (classic wooden stakes, metal spikes,lava for those odd dungeons, acidic liquids or gas,snakes,undead,magical fire, the entrance to a dungeon or cave)
6: common hunting traps like snares (it would be funny to walk through the woods and find yourself upsideown)
7: weak structures that collapse under/by/near you... (perhaps even snow)
8: the swinging object tripwire traps for oblivion seemed feasible but were not executed well enough, bring them back but make them better
9: the pressure plates were stupid... however magical pressure plates would be good
10: steam traps!!! perhaps hitting a steam pipe hard enough should create a jet of hot steam to damage opponents!! the player could easily use the environment to their advantage then!!! accidentaly hitting a steam pipe might change a fight completely
11: soul gem traps... setting them off will release a spirit as powerfull as the creature captured
12: explosives
13: net traps
14: magical asteroids (daedric realm?)
15: tentacle traps/roots ( living roots,underwater monster or living plant)
16: webs (combining web and tentacle traps)
17: spotlight. giving its enemies unwanted attention. (i seem to be thinking of the eye of sauron. imagine an eye searching for an opponent and illuminating what it sees)
18: gas.. giving an variety of effects (including hallucinations :) )
19: glowing mushrooms that glow when a character is near... looking pretty but alerting the enemy to you


npc operated traps..
20:cauldrons of boiling oil
21:cauldrons of flammable oil (to be ignited by mages)
22:npcs should be able to kick ladders (this can be considered a trap)
23:reading of special scrolls/books that trigger an event
24:siege weaponry (the game would probably consider this a trap... a boulder falling from the sky would trap you at least)
25:nets.... npcs may try to throw a net over you and drag you away (possibly on horseback)
26:water and oils could be considered traps if npcs prepared to use electricity/fire spells on you



oh, and these should NOT be just for dungeons!! some in the household... maybe the wilderness... accidentally falling into a dungeon for the win!!!
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Wayne W
 
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Post » Thu Dec 23, 2010 9:24 pm

no response at all?

awww... i found myself agreeing with myself %100
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Kortknee Bell
 
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Post » Fri Dec 24, 2010 2:39 am

agree 100 percent
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JLG
 
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Post » Fri Dec 24, 2010 1:29 am

this is a good idea, so much better opening a container so see what was inside than have a menu
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Dina Boudreau
 
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Post » Thu Dec 23, 2010 11:38 pm

No. I like going into an inventory, and if there were little things like lockpicks in the container, they'd be hard to find.

As for your traps idea, most of them are pretty good (snare, webs, tentacles (ergh, Harrada)). But some of them seem a bit silly or not fitting to the game - the steam pipe one, mushrooms and nets for example. Also, I don't think NPCs should be able to operate any traps we can't. I don't like that. I think the Soul Gem one would be better used as a spell.

Tell me, how are dart shooters stupid? I liked them and want to know your opinion.
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Nicole Coucopoulos
 
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Post » Thu Dec 23, 2010 6:29 pm

No. I like going into an inventory, and if there were little things like lockpicks in the container, they'd be hard to find.


They should be hard to spot.

The main problems that I see with this kind of system are placing items into containers and physics glitches.
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jessica robson
 
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Post » Thu Dec 23, 2010 3:48 pm

I agree with Ni!...some of those ideas for traps are pretty good, some of them are very, very out of place.

i for one would really like to see much more devastating and deadly traps, it would make a player act a little more strategically (some of the traps in oblivion were pretty damaging, but they also tended to be painfully obvious). i can't remember how many times i would just walk through dart traps because they were like little mosquitos. annoying, but by no means deadly.
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zoe
 
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Post » Fri Dec 24, 2010 5:36 am

They should be hard to spot.

The main problems that I see with this kind of system are placing items into containers and physics glitches.



The way I see it if you go into the main world there'll be thousands of objects literally just lying there.. Wouldn't that lag?
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jesse villaneda
 
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Post » Thu Dec 23, 2010 3:39 pm

The way I see it if you go into the main world there'll be thousands of objects literally just lying there.. Wouldn't that lag?

I'm pretty sure it would, it would basically be like being in the testinghall, but none of the rooms are in different cells.
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Danii Brown
 
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Post » Thu Dec 23, 2010 9:19 pm

items in containers would have different spawn places within the container and each spawn place will only spawn certain items!!!

two books and a knife will be two books and a knife... not a book of one size, a knife and a tiny book...

and designers would most likely add items in manualy... think of it as "two books of this size and a dagger than is this size" which would mean that giant books or claymores wouldent spawn to be inside of everything else
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Dan Stevens
 
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Post » Thu Dec 23, 2010 7:01 pm

One purpose of containers is so that the game doesn't have to keep track of a lot of separate models of items in the world-space. The proposal here would be the exact opposite probably being far too taxing on systems.
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Deon Knight
 
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Post » Thu Dec 23, 2010 10:48 pm

Couldn't they just make the items physically spawn in when you go to open it?
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Rob
 
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Post » Thu Dec 23, 2010 9:44 pm

One purpose of containers is so that the game doesn't have to keep track of a lot of separate models of items in the world-space. The proposal here would be the exact opposite probably being far too taxing on systems.


but look at the uses for containers in real life

its 2011 and the lines should be blurred!!
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Jennifer Munroe
 
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Post » Fri Dec 24, 2010 5:52 am

I didn't read your whole list cuz it's long lol but I think your ideas for opening chests like there real things instead of menus is so so good. It would be wicked scary to open a box and have a ghost fly out lol. Also if there's less menus that's always good.
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Rich O'Brien
 
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Post » Thu Dec 23, 2010 7:38 pm

but look at the uses for containers in real life

its 2011 and the lines should be blurred!!

I didn't say it wasn't nice, I said it wasn't feasible right now.
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REVLUTIN
 
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Post » Thu Dec 23, 2010 9:43 pm

What about piled up clothes and stuff?
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Talitha Kukk
 
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Post » Fri Dec 24, 2010 1:12 am

What about piled up clothes and stuff?



they spawn on top of eachother (and can hopefully bend)

amazingly realistic piles would not be possible but its still better than a menu

remember there would still be a grab key to throw things out without putting them in your inventory
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Austin England
 
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