Ranger Archive
Thread: Ranger Traps and Launcher
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Nemo0
Tue Aug 03, 2004 7:21 pm
#1
I'm not sure how familiar people are with the new lightsabers but they have inspired me with a new idea for the Ranger traps. The basic idea is that each lightsaber has a set of basic stats along with a number of item slots. The item slots are filled with enhancer crystals to make the weapon better than standard. You can fill as many or as few of these slots as you want (except that you need a color crystal to turn the saber on). I'm thinking that a similar idea could be used for Ranger traps to provide a highly flexible system.
The basis of the system would be a trap launcherwith a given number of slots (possibly different launchers with more slots available higher in the tree). Into each of these slots, you can insert a trap effect (possibly with enhancers as discussed in modular trapping here). Each trap effect would have a durability rating instead of a number of uses. Each use of thelauncher would reduce the durability of the items in the slots. The benefit of this system is that you can have a highly flexible trapping mechanism without requiring a complex crafting stage or a factory to be useful.
The launcher could also act as a weak weapon (maybe CDEF level) but only using the trap effects when a special move is used. It could also be given a single pull ability if enough peoplefought forit (that really is a Rifleman skill now and, even though it is easy to argue that we should also have it, I don't like pushing too hard for a copied skill). A lure effect was promised to us, though, and could be added as another trap effect.
I haven't worked through this idea very thoroughly but I thought I'd bring it up as I liked it quite a bit. I do want to point out a few of the considerations I had, though:
- If it is a proper weapon thenwe no longer would be rooted in place to use traps.
- If it is a proper weapon thenwe would have a weapon switch delay added.
- If it is a proper weapon then using an additional charge would only be dependent on the speed of the weapon and our skills, not on the throwing animation.
- Art resources are limited. Would the Ewok crossbow seem a reasonable model for the launcher?
- If it is a proper weapon then how would decay work? Would it be like a lightsaber where the body does not decay but only the components (maybe some string or a quiver of bolts for the crossbow idea)? Or would it be better to make it a repairable weapon?
- If it is a proper weapon then what abilities should it have? I don't think it should be powerful enough to replace a player's primary weapon but should it be experimentable for damage and such? Would there be any specials (maybe "throwing" multiple traps to improve the success chance)?
- If it is not a proper weapon then will it be used like traps currently are (as in you "use" the item and a charge is thrown)?
- Is an AoE effect appropriate?
- Should ground traps use a similar system (with a trap layer instead of a trap launcher, you use it to place a trap and some condition is lost from the inserts)
- How would graphic effects be handled? Would the particle systems be able to handle generation of the effects based on the components without causing too much lag? Would graphic effects be important to the implementation?
- If it is a proper weapon then would it work in PvP and PvNPC combat? If so, would the trap effects take hold? And would the effects stay the same or would some need to be modified (like phenacine darts possibly causing posture down and adhesive mesh causing knockdown)?
- Lots of other stuff I've probably forgotten
I'm throwing this out in a very rough form mainly because I know I won't have the time to polish it up anytime soon and I am interested to see what people think. I hope this makes some sense.
ATemA
Wed Aug 04, 2004 2:29 am
#2
Hey
Some good thoughts there man
We defenetly need a more flexibel system to making/throwing traps,and they should be made to work in pvp,and on npc`s
Nemo0
Wed Aug 04, 2004 6:59 pm
#3
Another thing to consider:
- How long should a set of trap effects last? Should I be able to load my launcher up once a week and forget about it or am I going to need to check it after each lair?
Personally, I would think something like 100 uses per loading would be appropriate. This is enough that you don't have to constantly check it but not so high as to be permanent. I would think that experimenting on the condition of the effects (i.e. the number of uses) should be possible, though.
DaveG
Thu Aug 05, 2004 9:09 am
#5
I'd like some sort of cover mod to be added to traps much like Rifleman has.
For example if I creep up (concealed) behind a creature and put a Phenacine Dart on it, then the creature won't know who hit it because it couldn't see me, and what's more it's going to be too doped up to care, so it makes sense I shouldn't take aggro for it.
Vorpaks
Thu Aug 05, 2004 9:17 am
#6
I really like the trap launcher idea. I think the devs tried to give us this idea in the form of trap-launching droids. However I find that given the choice between a combat droid, a harvesting droid, and a trap-launching droid, the trap launching one is at the bottom of the list.
I see having to stop and throw a trap being the same problem that dodge used to have (remember everytime you dodged you stopped dead in your tracks?)- it actually kills you more often than it helps you survive.
Just an additional idea to throw out there - weapons can be modified during the manufacturing process. You can add specialized barrels, vibro motors, etc. Would it be possible to make the the trap launcher something built into/onto the weapon? I actually say this with teras kasi in mind. I've always loved the idea of a wrist-mounted cross-bow.
The spy-movie fan in me I guess. I can see this trap-launcher mod as something addable to both melee and ranged weapons.
Problems: would the demand be there to mass-produce them in a factory or would they end up being special order items and therefore more expensive and possiblly lesser quality? Also would take additional art, which I think the Ithorians, mystery-species, tailors and IDs have dibs on before us.
Anyway, that idea is not as well thought out as yours, which I like very much, but I thought I would throw it out there.
I see having to stop and throw a trap being the same problem that dodge used to have (remember everytime you dodged you stopped dead in your tracks?)- it actually kills you more often than it helps you survive.
Just an additional idea to throw out there - weapons can be modified during the manufacturing process. You can add specialized barrels, vibro motors, etc. Would it be possible to make the the trap launcher something built into/onto the weapon? I actually say this with teras kasi in mind. I've always loved the idea of a wrist-mounted cross-bow.
Problems: would the demand be there to mass-produce them in a factory or would they end up being special order items and therefore more expensive and possiblly lesser quality? Also would take additional art, which I think the Ithorians, mystery-species, tailors and IDs have dibs on before us.
Anyway, that idea is not as well thought out as yours, which I like very much, but I thought I would throw it out there.
Nemo0
Sat Aug 07, 2004 10:28 am
#7
Vorpaks wrote:
I really like the trap launcher idea. I think the devs tried to give us this idea in the form of trap-launching droids. However I find that given the choice between a combat droid, a harvesting droid, and a trap-launching droid, the trap launching one is at the bottom of the list.
I see having to stop and throw a trap being the same problem that dodge used to have (remember everytime you dodged you stopped dead in your tracks?)- it actually kills you more often than it helps you survive.
Just an additional idea to throw out there - weapons can be modified during the manufacturing process. You can add specialized barrels, vibro motors, etc. Would it be possible to make the the trap launcher something built into/onto the weapon? I actually say this with teras kasi in mind. I've always loved the idea of a wrist-mounted cross-bow.The spy-movie fan in me I guess. I can see this trap-launcher mod as something addable to both melee and ranged weapons.
Problems: would the demand be there to mass-produce them in a factory or would they end up being special order items and therefore more expensive and possiblly lesser quality? Also would take additional art, which I think the Ithorians, mystery-species, tailors and IDs have dibs on before us.
Anyway, that idea is not as well thought out as yours, which I like very much, but I thought I would throw it out there.
For the weapon modification, I think it would be easier to just make the launcher a usable item. The effect should be the same (possibly even with a wrist mounted launching graphic) while not requiring the work to modify the weapon (most of the other work would be the same, though). It would be really cool to have it built in but I don't see the Devs spending the time to do that when a much easier and equivalent way of doing it is available. But then the Devs do sometimes make semi questionable decisions that potentially waste development time...
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