Ranger Archive

Thread: Trapping...

Klif_Hangar
Tue Jan 13, 2004 1:03 am
#53

Bah! I knew I'd forget something. Of course, if the lure was made a component, I'd like an empty trap that the component can be put in to make it a lure trap that only lures creatures to it (that doesn't spring an attack trap once it lures the creature).





Dyne Cloudskimmer
Antarian Ranger, Ahazi
NRaas
Tue Jan 13, 2004 1:19 am
#54

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?





Ranger Threads
State of the Profession
The Outdoorsman
(please refresh once you arrive to receive the latest version)
Klif_Hangar
Tue Jan 13, 2004 1:24 am
#55

So you are saying the Ground Trap on its own would be nothing but a trigger? And it would trigger any trap effects of the traps put in its schematic? With the exception of the lure trap, which would begin luring creatures before the ground trap triggers the other trap effects?


Sorry, just wanted to be sure this is what you are suggesting. If so, I like it!






Dyne Cloudskimmer
Antarian Ranger, Ahazi
Calculus_Entropy
Tue Jan 13, 2004 1:25 am
#56

I love it when a plan come together.



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
NRaas
Tue Jan 13, 2004 1:32 am
#57

"And it would trigger any trap effects of the traps put in its schematic?"


That is correct. Themechanism would allow the placing of other thrown traps on the ground to be detonated by the next creature to wander by.


The slots would not be optional, that is why I added one schematic for each slot number. That why some player couldn't accidentally make a ground trap that does nothing.





Ranger Threads
State of the Profession
The Outdoorsman
(please refresh once you arrive to receive the latest version)
NRaas
Tue Jan 13, 2004 1:34 am
#58

"When can we get an edit button (see my previous post)?"


I thought it was sort ofamusing myself. The happy faces "together" within the word itself.


"Would it be unbalanced if we put it at master?"


Put what at Master?





Ranger Threads
State of the Profession
The Outdoorsman
(please refresh once you arrive to receive the latest version)
Dyraak_Sinh
Tue Jan 13, 2004 1:34 am
#59






NRaas wrote:

"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.






Oooooh. This would have to be something for a master or near master to do. Then it would completely rock.



-------------------------
Drayth Ffreul
Klif_Hangar
Tue Jan 13, 2004 1:37 am
#60






NRaas wrote:

"And it would trigger any trap effects of the traps put in its schematic?"


That is correct. Themechanism would allow the placing of other thrown traps on the ground to be detonated by the next creature to wander by.






Awesome! I love it. This would replace my earlier suggestion about the lure trap taking another trap as an optional component I assume (and its fine with me - it achieves the same affect).







That why some player couldn't accidentally make a ground trap that does nothing.




Rofl. For some reason I find it very funny to picture some poor person making an empty ground trap. It makes me think of Road Runner, when the Wolf's traps don't spring until he jumps on the trigger...





Dyne Cloudskimmer
Antarian Ranger, Ahazi
Calculus_Entropy
Tue Jan 13, 2004 1:43 am
#61






NRaas wrote:

"Would it be unbalanced if we put it at master?"


Put what at Master?





The edit button for the forums...it was a (weak) joke.



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
NRaas
Tue Jan 13, 2004 1:44 am
#62

"The edit button for the forums...it was a (weak) joke."


* whoosh *


Right over my head.





Ranger Threads
State of the Profession
The Outdoorsman
(please refresh once you arrive to receive the latest version)
Fred_Skinner
Tue Jan 13, 2004 11:14 am
#63

Moduler Traps? That one might be a bit much. The rest is great, however especially the launcher.



Frederick Skinner
Antarian Ranger, Ranger(0030), Master Rifleman, CH(4214)
Ranger is not a profession. It's a lifestyle.


NRaas
Tue Jan 13, 2004 11:36 am
#64

"Moduler Traps? That one might be a bit much."


Aye, we have limited the modular traps to the ground based versions to sate all sides.





Ranger Threads
State of the Profession
The Outdoorsman
(please refresh once you arrive to receive the latest version)
Fred_Skinner
Tue Jan 13, 2004 11:50 am
#65






Phenix1050 wrote:

As always, NRass, you amaze me.


Not complaining, but I thought we were supposed to get a generic knockdown trap (tripwire) that would be able to be used against creatures, NPCs, and oh do I dare say it....other players??

...snip...


c'mon, I wanna be Rambo... PlEEEEASE?



Frederick Skinner
Antarian Ranger, Ranger(0030), Master Rifleman, CH(4214)
Ranger is not a profession. It's a lifestyle.


Page 5 of 7