Ranger Archive

Thread: Trapping...

Machs
Mon Jan 12, 2004 11:49 am
#40

I like the idea of adding some other AOE traps to the ranger line. The glow wire and adhesive mesh would make good candidates. Also, there should be an AOE stinkbomb trap (I probably use the stinkbomb and glow wire traps the most).


With respect to experimentation, I'd like to see where the better materials increase the base chance "to hit" for the trap. While a majority of traps used can be of the mundane stuff, it would be nice if we could craft a trap with 900+ OC (and secondary stat.. whatever it is) to be able to land traps on mobs like kimo's and krayts.


Never understood the devs reluctance to have traps work on humanoids. If I make a tranquilizer dart that affects a bantha, don't you think that it would also affect something much smaller, like a humanoid? DOT attacks aren't limited in a similar fashion, why do what amount to debuffs have to be exempt? It would be nice to have in order to give us a role in PvP. As for CH vulnerability, it seems a no-brainer to include, ESPECIALY if our traps won't work against the owners.

NRaas
Mon Jan 12, 2004 11:51 am
#41

"After setting up the system, you might need to use a bleed shot or something similar to bring them across the trap."


But why go through the effort, when you can simply throw the trap at the opponent and be done with it?


Perhaps, the ground based traps need to even more effective than a Master Ranger with a trap launcher.


Perhaps the effect should alwaysland if caused by a ground trap.


I presume we must limit the availability of ground based traps tonon-combat. Otherwise we'll have players dropping them while in combat for the same effect.


Hmmm...


"Not to keen on this one. The idea of "higher skilled" is that you have to be higher skilled"


Aye, I believe I have dropped that off the treatise. It was a suggestion, and one that has been shot down.





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Dyraak_Sinh
Mon Jan 12, 2004 11:57 am
#42






NRaas wrote:

Perhaps, the ground based traps need to even more effective than a Master Ranger with a trap launcher.


Perhaps the effect should alwaysland if caused by a ground trap.





That sounds good. As we've shown, it's difficult to lure a beast across such a trap, but if they step on it..... We could have some serious snares and damage traps like this as well (think of a bear trap or a dead-fall pit).



-------------------------
Drayth Ffreul
NRaas
Mon Jan 12, 2004 12:38 pm
#43

Come to think of it. The ground based traps could provide an avenue fora variation on themodular trap system.


The Ground placed trap would simply a trigger mechanism schematic withinwhich a Ranger could place a series of other effect traps.


When the trigger goes off, it sets off all the traps within, producing all the effects at once.


Hmmm...





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Machs
Mon Jan 12, 2004 12:38 pm
#44

Variation of the lure trap - the spawn bomb. When thrown, the trap triggers a dynamic spawn within a 128m(?) radius of the trap. Tracking can then be used to find the newly spawned creature. If experimentation is allowed, then the better the trap, the higher the spawn that is triggered.
ScoerFusou
Mon Jan 12, 2004 12:40 pm
#45

Could you set up a ground trap and then a few meters further set up a lure to lure the creature over the ground trap?



Shubacca
Master Ranger

Scoer Fusou
Master Chef
Mayor of Ouxan Bay, Talus
Fusou Foods (764, -5596) Ouxan Bay, Talus


NRaas
Mon Jan 12, 2004 12:41 pm
#46

"Could you set up a ground trap and then a few meters further set up a lure to lure the creature over the ground trap?"


I suspect you could.





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Kalon7
Mon Jan 12, 2004 12:54 pm
#47

we could put groud traps around camps to give a little bit more protection.
ScoerFusou
Mon Jan 12, 2004 2:00 pm
#48






NRaas wrote:

Ok... We have decided that the Lure itself should be a seperate trap available at the Novice Ranger level (though its usefullness might dictate a Advanced Trapping I requirement, I'll have to think about that).


So let's consider this:


Basic Ground Trap



  • Skill: Advanced Trapping II

  • Modules: Allows one trap effect

ImprovedGround Trap



  • Skill: Advanced Trapping III

  • Modules: Allows two trap effects

Advanced Ground Trap



  • Skill: Advanced Trapping IV

  • Modules: Allowsthree trap effects

DeviousGround Trap



  • Skill: Master Ranger

  • Modules: Allowsfour trap effects

One of the trap effects could be a Lure trap. If a Lure is used, the player must target the trap at an existing creature in order to operate the trap.


From there the trap would work just like the Lure described earlier, but with the effects activating when the creature approached.


Comments?






Sounds pretty good to me



Shubacca
Master Ranger

Scoer Fusou
Master Chef
Mayor of Ouxan Bay, Talus
Fusou Foods (764, -5596) Ouxan Bay, Talus


Eklectrick
Mon Jan 12, 2004 10:03 pm
#49

The tripwire trap could work like this: identify your lair 64m away. move in to a decent range say 24m (maskscent is on to prevent premature aggro). Stand at point "A" and set the tripwire trap. message box pops up saying something like "move to the point where tripwire will extend to", you move to point "B" and click ok, or initaite or use a second command /endtripwire or something. now you have a line accross which you want to draw the creature. move back 10m or so making sure the line you have setup is between you and the creature you want to affect. intiate combat (use lure if you want and/or are able to) and make sure to keep the tripwire between you and your MOB. once he crosses that line, CRASH! the mob falls on his face. This allows you a few secons more to get some hits in on the creature while he is down.

- It can only be set while not in combat
- It can be used in conjunction with lure to act as the trigger mechanism that sets off the more complex ground based traps.





Star Wars Galaxies or: How I Learned to Stop Worrying and Love the Jedi.
Klif_Hangar
Mon Jan 12, 2004 10:11 pm
#50






Eklectrick wrote:
The tripwire trap could work like this: identify your lair 64m away. move in to a decent range say 24m (maskscent is on to prevent premature aggro). Stand at point "A" and set the tripwire trap. message box pops up saying something like "move to the point where tripwire will extend to", you move to point "B" and click ok, or initaite or use a second command /endtripwire or something. now you have a line accross which you want to draw the creature. move back 10m or so making sure the line you have setup is between you and the creature you want to affect. intiate combat (use lure if you want and/or are able to) and make sure to keep the tripwire between you and your MOB. once he crosses that line, CRASH! the mob falls on his face. This allows you a few secons more to get some hits in on the creature while he is down.

- It can only be set while not in combat
- It can be used in conjunction with lure to act as the trigger mechanism that sets off the more complex ground based traps.





This scenario is all well and good, and I'm not trying to sound sarcastic or mean or anything, but why bother going through this fairly elaborate setup when you could do the following with a throw-type trap instead:



  1. target mob

  2. throw trap at mob

  3. shoot mob

  4. And kill it in half the time it would take to set up the trip wire trap.

I guess I just don't see the point of setting up such a trap. I do like (really like) the proposed ground trap system that would take other traps (including the lure) as components though. I guess if you wanted to, you could make a trap similar to this tripwire by not including a lure trap in the ground trap schematic. The setup would be much simpler though: drop ground trap, stand so groundtrap is between you and mob, shoot at mob, mob runs toward you and triggers ground trap effects. Why bother with extra commands and actually setting a line?


Anyway, I'll stop going on about this now. Thanks for reading.






Dyne Cloudskimmer
Antarian Ranger, Ahazi
Eklectrick
Mon Jan 12, 2004 10:42 pm
#51






Klif_Hangar wrote:


This scenario is all well and good, and I'm not trying to sound sarcastic or mean or anything, but why bother going through this fairly elaborate setup when you could do the following with a throw-type trap instead:


  1. target mob

  2. throw trap at mob

  3. shoot mob

  4. And kill it in half the time it would take to set up the trip wire trap.

I guess I just don't see the point of setting up such a trap. I do like (really like) the proposed ground trap system that would take other traps (including the lure) as components though. I guess if you wanted to, you could make a trap similar to this tripwire by not including a lure trap in the ground trap schematic. The setup would be much simpler though: drop ground trap, stand so groundtrap is between you and mob, shoot at mob, mob runs toward you and triggers ground trap effects. Why bother with extra commands and actually setting a line?


Anyway, I'll stop going on about this now. Thanks for reading.







I can think of a few reasons, one being immersion. I can trow all kinds of traps right now, it be nice to mix it up and add some strategy by forcing someone to pre-meditate an attack. Second, This way you can add all kinds of additional attacks to make more use out of your planning. Go into the lair /concealedset up your tripwire, initiate a /firststrike command (assuming we get everything we are asking for). Now you get that first strike bonus, the mob rushes you crossing your trap all the while you are continuing to fire your weapon, he trips the wire and falls and before he can get back up again and reach you, you have successfully gotten 5,6,7 shots in on him (depending on your weapon profession and speed) before he can even get in range of you to land one attack on you. Having the tripwire be a line to cross instead of a point just makes it easier to insure that the mob will cross it. Having it be a pre-combat set trap instead of a thrown trap frees up that space in your combat cue for an offensive strike instead of having to stop and "trow trap".


This also makes it easy for melee players to use the "tripwire". If it is a line to be crossed, they can set it, move in slap the mob in the face, then run back over that line and turn around to see the mob following them and fall once they cross the line and kick them while they are down or whatever they do. If it is a spot on the terrain that they have to make sure they cross over again, itmaybe much more difficult for them to hit that spot again after setting it.


But heck, I wouldn't object to also adding action (leg) dammage to "tripwire" to make it a little more appealing. it makes sense that taking an unexpected tumble would hurt in one way or another.


To make it even more complicated, I just thought of this. The length you make the tripwire affects its chances of working. if you want to cover your bases and make one long tripwire at the risk of it being too flimsy and not working at all it's up to you. If you know exactly what you are doing and set a small 1m line that's good and strong, then you have a better chance of it working, but it may be harder to get the MOB to cross it. Keep in mind that there may be no markers as to where the line is once you set it, so you'll have to go on memory or natural markers (two trees or something) to keep track of where it is. But I don't see allthis as being very necessary, just thinking of stuff.






Star Wars Galaxies or: How I Learned to Stop Worrying and Love the Jedi.
Klif_Hangar
Tue Jan 13, 2004 1:00 am
#52

First, thanks for the words of support.




NRaas wrote:

Now as to the ground based traps...


I have no inkling as to how GreenMarine actually intended such traps to actually work.


Since the spawn system is dynamic, and creatures tend to be pretty random in their movements, how would a statically placed trap actually benefit the player?


I can see Klif_Hangar's concept of the Lure that does something when the creature arrives, as the trap is actually pulling the creature towards it. A most excellent idea indeed.


But as to how a regular old static trap would be of use... I have no clue, and therefore haven't added them in the proposal.


Anyone want to try a crack at how such traps would be worth the effort of development?





Well, one solution is to make a lure of some sort one of the required components of any ground-based trap. Perhaps the lure component would require regular resources (bone, meat, hide); perhaps it would require a lure trap to work. Or maybe the lure trap should be dropped altogether, and a lure could be made a trap component; all traps could then have an optional component slot for a lure component. If a trap has a lure component, it will sit on the ground and lure the target to it, then will release the trap (whether the trap is ground basedor thrown).





Dyne Cloudskimmer
Antarian Ranger, Ahazi
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