Skill: Disabling Spelltraps should be harder

Suggestions for game development and improvements. One suggestion to a thread, please.
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sekki
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Skill: Disabling Spelltraps should be harder

Post by sekki »

Set Spelltrap is kinda all or nothing with either you getting obliterated the moment you step into the square or you being able to run off with a bunch of spellgems.

Suggest that disabling spelltraps is slightly harder than just “pick up the spellgem”.
Maybe you need set spelltrap to disable spelltrap. Maybe spelltraps require ap/mp to disable. Maybe disabling them just renders them inert but you can’t actually run off with the spellgem.

On the other hand spelltraps might do too much instantaneous damage given the cost? Maybe spelltraps shouldn’t get affinity bonus (if it does already). Or spelltraps should trigger at a random second (within 10 seconds) so it gives the triggerer time to escape before they die.
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Meric
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Re: Skill: Disabling Spelltraps should be harder

Post by Meric »

Hmmm, suggestions

Only chars with spellcraft can disable spell traps

Disabling spell traps has a ap/mp cost - 3ap / 10mp / maybe even 3hp for damage spells?

Disabling damage spells has a 60% chance to trigger the spell at you. Reduce to 40% for spellcraft, 20% for spell trap skill

Picking up a spell trap gem results in the "homing" status tick hereby the owner is informed on the stealers location for 12 hours (or for as long as they hold it - whichever is least)
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Nayru
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Re: Skill: Disabling Spelltraps should be harder

Post by Nayru »

could perhaps have spelltraps be hidden items that you have to search for and dig up like hidden characters (only unlike hidden characters, es does literally nothing for you here)

your search chance + various magical attributes perhaps could contribute to the chance of immediately locating a given gem after it fires off, bit complicated but there's prol something workable there

though now that i think about it that'd just be the makings of a 'hide item' system, which i kind of approve of hum
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cat
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Re: Skill: Disabling Spelltraps should be harder

Post by cat »

Had some thoughts re: Spelltrap on another board, will paste here so all the discussion/ideas can be pooled.

Set Spelltrap: “The spellgem that contains a spelltrap may be "picked up" from the tile in which it sits by any character; doing so immediately disarms the spelltrap.” Anyone but the character that laid the Spelltrap (and perhaps their factionmates) picking up a trapped spellgem should cause an instance of the Spelltrap going off.

Set Spelltrap: Suggest there be a requirement to see a Spelltrapped gem on the floor: Spellcraft and Enhanced Senses are obvious choices, though that's still a huge amount of characters. As this skill is currently written I doubt it will see much use; picking up gems is a free action and will become rote by all players to offset any Spelltraps. Even an “enter a tile” trap (the most viable option) will likely only go off once before being picked up.

Set Spelltrap: When a Spelltrap goes off, all characters on the tile should see the Spelltrap event in their logs; this ensures that even those who were not targeted or cannot detect Spelltrapped gems can see that one has been triggered and gamble on any more charges being left on the tile.
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cat
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Re: Skill: Disabling Spelltraps should be harder

Post by cat »

Would also add that at the moment there doesn't seem to be any prevention of a whole bunch of Sorcerer entries throwing down 1 charge traps set to go off when a non-faction enters tile. There should probably be a limit for the amount of trapped gems settable on a tile at once.
sekki
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Re: Skill: Disabling Spelltraps should be harder

Post by sekki »

One more thing is that this is very exploitable via faction-hopping.

You can join a faction, pick up all their spelltraps and make off with them like a bandit with little or no cost to you. :?
Huojin
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Re: Skill: Disabling Spelltraps should be harder

Post by Huojin »

I feel like spell traps should be more like the (same-named-but-different) faction upgrade where casting spells inside the SH eats your MP - it should be something that gets imbued into the area rather than appearing as a spellgem on the ground.

Firmly agree that there should be a solution to disabling the spell trap that doesn't involve "pick it up". Perhaps only the caster can freely remove the trap, others need to adopt one of the many options in this thread to disarm it otherwise.

Maybe take something out of the Wizard spell-deflecting book and have it be that if you've learned the spell that the trap is, you have a high chance of disarming successfully. If you're magical in some degree, moderate chance. Not magic, shit tier chance and it'll probably just blow up on you? No answers for how you'd be able to spot it in advance though. One of my favourite things about the SH upgrade was that you didn't know it was there until you tried, tbh, but maybe that's not workable here.
sekki
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Re: Skill: Disabling Spelltraps should be harder

Post by sekki »

Something that might be a good short-term thing to stick in (given that maybe some of the rest of this is hard to implement) is that picking up a spelltrap always trips it on the picker upper.
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