q.S Sachiel 470 Posted September 1, 2014 Anti tamper could be cool, non lethal but just wrecks certain things in the pack.. didn't think of that one! And as far as explosives/mines/traps being OP / requiring no input from user:The owner needs to source, create and place the explosive, possibly with a chance of failure / critical failure, and the parts can be suitably rare.Visual and audio cues can be used as a handicap for the 'prey': tripwires strung across entrances suitably visible ; pressure plates on floor ; different textures of leaves/ground/floor materials covering snares/pits/etc ; shavings clippings or tailings of materials discarded while making the device around that area, as well as a timer that ticks rather than an instant defuse, twang of a snapping string, creaking of restrained gravity traps. All traps require some kind of trigger, which could be countered by the 'prey' with applicable tools. Again: this takes up time and resources, and may not be possible within the scheme and scope of the current engine / whatever but from a practical point of view, we've pretty much got everything we need now to make them in game.rope + grenade=ied / shovel + sharpened sticks = pitfall / rope x5 + stick = snare net/LPG burner + gas tank + can + bullets/shells +/- fragments = IED.screwdriver / pliers / crowbar / wrench / spanner / hacksaws / rope / rocks / sticks / bayonets, and more could all be used as suitable defuse devices. I sure as hell know that i'd be putting some snares out across game trails or around warrens and such, and more lethal forms of trap would be great for securing 'owned' areas, defending sniper nests, and thinning the ranks of zombies, and i'd sleep a lot better on the floor above knowing that there's at least a few sheets of corrugated iron and broken glass downstairs to warn me of intruders, if not some kind of physical impediment to their access. Lots of people dislike traps and IED's as witnessed here, but that's the whole point of them (less so for traps) to frustrate and demoralize the enemy/aggressor. That said, if any sort of traps are implemented i'd only endorse their use with suitable counters. Share this post Link to post Share on other sites
Deathlove 2286 Posted September 1, 2014 Anti tamper could be cool, non lethal but just wrecks certain things in the pack.. didn't think of that one! And as far as explosives/mines/traps being OP / requiring no input from user:The owner needs to source, create and place the explosive, possibly with a chance of failure / critical failure, and the parts can be suitably rare.Visual and audio cues can be used as a handicap for the 'prey': tripwires strung across entrances suitably visible ; pressure plates on floor ; different textures of leaves/ground/floor materials covering snares/pits/etc ; shavings clippings or tailings of materials discarded while making the device around that area, as well as a timer that ticks rather than an instant defuse, twang of a snapping string, creaking of restrained gravity traps. All traps require some kind of trigger, which could be countered by the 'prey' with applicable tools. Again: this takes up time and resources, and may not be possible within the scheme and scope of the current engine / whatever but from a practical point of view, we've pretty much got everything we need now to make them in game.rope + grenade=ied / shovel + sharpened sticks = pitfall / rope x5 + stick = snare net/LPG burner + gas tank + can + bullets/shells +/- fragments = IED.screwdriver / pliers / crowbar / wrench / spanner / hacksaws / rope / rocks / sticks / bayonets, and more could all be used as suitable defuse devices. I sure as hell know that i'd be putting some snares out across game trails or around warrens and such, and more lethal forms of trap would be great for securing 'owned' areas, defending sniper nests, and thinning the ranks of zombies, and i'd sleep a lot better on the floor above knowing that there's at least a few sheets of corrugated iron and broken glass downstairs to warn me of intruders, if not some kind of physical impediment to their access. Lots of people dislike traps and IED's as witnessed here, but that's the whole point of them (less so for traps) to frustrate and demoralize the enemy/aggressor. That said, if any sort of traps are implemented i'd only endorse their use with suitable counters.Don't forget there is a "Sharpen Stick" option now in game to when you have a knife and a stick. So you can make all kinds of pit falls, spike traps, spring daggers and all kinds of stuff. 1 Share this post Link to post Share on other sites
Xbow 362 Posted September 1, 2014 (edited) Don't forget there is a "Sharpen Stick" option now in game to when you have a knife and a stick. So you can make all kinds of pit falls, spike traps, spring daggers and all kinds of stuff.I want the anti tamper device. But for securing a camp against roaming Zombies and curious assholes spiked whip traps, and spike pits should do nicely along with some barbed wire to create a small circular entanglement that serves as a barrier and to channelize dopes into your defenses. Note: A player that gets caught in your wire barrier can wiggle and squirm his way free but at the expense of his clothing going down two levels in condition and some minor bleeding. Edited September 1, 2014 by Xbow Share this post Link to post Share on other sites
RagedDrew 209 Posted September 1, 2014 I like it, nothing more satisfying than known someone just got fucked up because he KoS and tried to steal your gear. I don't think it should kill but ruin all his gear and your gear, maybe break a limb preferably a leg and you can leave a note in your backpack that reads "get rekt son" Share this post Link to post Share on other sites
q.S Sachiel 470 Posted September 1, 2014 I want the anti tamper device. But for securing a camp against roaming Zombies and curious assholes spiked whip traps, and spike pits should do nicely along with some barbed wire to create a small circular entanglement that serves as a barrier and to channelize dopes into your defenses. Note: A player that gets caught in your wire barrier can wiggle and squirm his way free but at the expense of his clothing going down two levels in condition and some minor bleeding.Barbed wire maybe, but i wouldn't want to crawl through constantine that's for sure :'(shit will rip.you.open. 1 Share this post Link to post Share on other sites
Xbow 362 Posted September 1, 2014 Barbed wire maybe, but i wouldn't want to crawl through concertina wire that's for sure :'(shit will rip.you.open.Indeed and scavenging stock grade barbed wire would be easy and a Trestle apron, or Lapland barrier fence are easy to build and real bitch to get through if constructed correctly. And laying a carpet of tangle foot, spikes and caltrops on the outside wall to keep the Zeds and asshole-ios out would be a natural. 1 Share this post Link to post Share on other sites
q.S Sachiel 470 Posted September 1, 2014 just so long as the bastard Z's don't path around or through the wire thanks to this new navmesh dealio. 1 Share this post Link to post Share on other sites
Xbow 362 Posted September 1, 2014 just so long as the bastard Z's don't path around or through the wire thanks to this new navmesh dealio.Good point. But I know when you are laying Navmesh for a game like fallout 3 or New Vegas you can place an object 'in the editor' that sits on the Navmesh but can't be clipped through by the critters or players and NPC if you mark it "obstruction". But I think you would need to make a gate that can be locked so that you can get in and out but the Zeds can't as long as the gate is shut. Share this post Link to post Share on other sites
Latesleeper 12 Posted September 1, 2014 I agree. And from my perspective as one that didn't need to kill anyone to acquire the best weapons and equipment and plenty of ammo. I strongly favor the ability to place an anti tamper devise on your pack. It would be swell to know that the slinking parasitic dog that shot you in the back will be killed and your gear ruined when he/she attempts to loot your corpse condition 1) Any devise you can place and set can also be detected and defeated.condition 2) If you have activated an anti tamper devise on your pack you must first deactivate it before accessing anything in it. Agree totally on your first condition. You get blasted by some ding dong hiding away, he slinks out to loot your cooling body, opens the pack and realizes it's been rigged. If they have the necessary tools, they have a reasonable amount of time to Use Item X to disarm Trap. Good on you, you're a scum bag, but one prepared well enough for the world you've created for yourself. If not equipped with the right tool....well, you better get a move on..things could get uncomfortable.....or my favorite thought (and the one my character has taken to his grave) is that the guy is getting his just desserts. On condition 2: I don't know. I think we've all assumed that we're talking about a device that spawn rarely, once the backpack is rigged do you penalize the player with some extra movements or something every time you go through the pack? One other thing to note: It has become assumed that a booby trap would be some kind of explosive device. I had mentioned earlier that a loud alarm (one that attracts zombies, and maybe even causes a few extra to spawn) would also be interesting. So, a looter has a few crucial minutes before they'll have to do the axe dance with a dozen willing partners or just give up and get out of there. 1 Share this post Link to post Share on other sites
Xbow 362 Posted September 1, 2014 On condition 2: I don't know. I think we've all assumed that we're talking about a device that spawn rarely, once the backpack is rigged do you penalize the player with some extra movements or something every time you go through the pack? I was thinking that the anti tamper device could be armed or unarmed in line with the players needs. By keeping the device disarmed most of the time the player is not penalized so only when contact with other players is likely would the device be armed. He would just have to make sure that he has bandages, ammo and whatever else he might have an immediate need for in his vest jacket and trousers. Beans sir :beans: Share this post Link to post Share on other sites
Latesleeper 12 Posted September 1, 2014 I was thinking that the anti tamper device could be armed or unarmed in line with the players needs. By keeping the device disarmed most of the time the player is not penalized so only when contact with other players is likely would the device be armed. He would just have to make sure that he has bandages, ammo and whatever else he might have an immediate need for in his vest jacket and trousers. Beans sir :beans: Hmmm, I like that. It's not so annoying as having to do it every time, but it does require the player to be aware that they're bag is rigged or not rigged. Also, I think it's fair to assume that it doesn't apply to just tabbing into your Gear menu. We're talking about only when you're moving items in and out of slots in your backpack, right? So, items in other slots doesn't apply. Share this post Link to post Share on other sites
Xbow 362 Posted September 1, 2014 (edited) Hmmm, I like that. It's not so annoying as having to do it every time, but it does require the player to be aware that they're bag is rigged or not rigged. Also, I think it's fair to assume that it doesn't apply to just tabbing into your Gear menu. We're talking about only when you're moving items in and out of slots in your backpack, right? So, items in other slots doesn't apply.Exactly. The slots in your jacket, trousers and vest can be accessed. But the slots in your pack carry a 90% risk of detonation for each item removed. BOOM! The blast should kill the looter and everyone in a 5 meter radius and ruin all the gear on your corpse. Perhaps when the anti tamper device is triggered there is a metallic ping and a 4 second counter starts ticking down. If the looter tries to haul ass and makes it: •Less than or equal to 5m away from the corpse on detonation the looter is killed,•Greater than 5m but less than or equal to 7.5m from the corpse on detonation and the looter suffers shock, limb and blood damage,•Greater than 7.5m but less than or equal to 10m from the corpse on detonation and the looter suffers a fractured arm and minor bleeding,•Greater than 10m from the corpse on detonation and the looter suffers no damage but is knocked down. Now, I haven't thought of under what conditions a looter can detect and disarm your anti tamper device but it would have to be done before the looter attempts to move anything out of your pack. Edited September 2, 2014 by Xbow Share this post Link to post Share on other sites