View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0012118 | Bionic Dues | Gameplay Idea | Aug 28, 2013 8:53 am | Oct 11, 2013 11:06 am | |
Reporter | tigersfan | Assigned To | |||
Status | considering | Resolution | open | ||
Summary | 0012118: Sword of the Stars: The Pit style room traps. | ||||
Description | So, in SotS:TP, every (or at least most) rooms have a little icon to tell you what type of room they are (kitchen, barracks, etc.) but you need to watch these carefully because sometimes the icons actually signify that the doorway is trapped, and you either have to disable it, or find another way in, or take whatever status effect the doorway gives you. Sometimes, the traps are good, but usually they are bad. Some ideas for status effects after the traps in our game: Nanobot swarm - Nanobots swarm your exo, repairing and healing it for the next x turns (or just all at once). Water/Wet - Exo systems short out, causing random effects (weapons firing, whistle going off w/o warning) Grease/Gunk - Slows the Exo, so alerted enemies move twice for every one of your moves (for a limited number of moves, of course). EMP - Wipes the exo's memory, a new exo must be warped in. (First exo can be warped back in again after x turns) Bad Servos - When the player tells the exo to move, it moves either 1,2, or 3 squares randomly (in the chosen direction) until the servo gets fixed. Smoke cloud - hides you from visual detection, effectively giving you free stealth in the affected area. Proximity alarm - When you hit the trap, you set off an alarm (basically a whistle blow when you might not want it) Even if not directly related to entering a room, I think these types of traps would be interesting. | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
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This is super cool! |
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I think there's room for a lot more types traps, as long as they don't get too numerous. I like that aspect of the terminals, but making other types of traps (that fail/succeed based at least partially on your trap level) would add a little spice. They should generally be somewhat avoidable and not instakill you, but status effects as suggested above are a good idea. |
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Perhaps have tile-based traps that become visible if your trap level is high enough? Then there could be the possibility of luring bots into them. |
Date Modified | Username | Field | Change |
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Aug 28, 2013 8:53 am | tigersfan | New Issue | |
Aug 28, 2013 8:54 am | tigersfan | Description Updated | |
Aug 28, 2013 8:56 am | tigersfan | Description Updated | |
Aug 28, 2013 9:36 am | Chris_McElligottPark | Note Added: 0033337 | |
Sep 13, 2013 3:23 pm | Chris_McElligottPark | Internal Weight | => Feature Suggestion |
Sep 13, 2013 3:23 pm | Chris_McElligottPark | Status | new => considering |
Oct 11, 2013 5:35 am | ScrObot | Note Added: 0034601 | |
Oct 11, 2013 11:06 am | Velorien | Note Added: 0034603 | |
Apr 14, 2014 9:30 am | Chris_McElligottPark | Category | Suggestion - Gameplay => Gameplay Idea |