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smoll pp - putting around a bunch of corrosives
ok pp - making traps around it, pretty cool
big pp - showing the way to the FTs if not integrated in a level
biggest pp - same as previous, but also putting a few blocks so that resources items don't fall down if the location in high up
Its not your responsibility to cater to raiders.
If I raid someone's base and any of them are intentionally blocked off, I don't leave accolades.
If it's a 1 tomb map, anything goes as long as you don't block it.
If it's a 2 tomb map, ideally you're incorporating them into your level with optional paths and traps and funtimes, but, if you're not, then leaving them a bit signposted would be nice.
If it's a 3 tomb map, I think the first tomb should be well telegraphed and essentially "free" to get (be it outside your level or inside it), then be as devious and evil as you like with the next two (again, as long as you don't block them off completely).
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But those are just my personal preferences (for your survey :D).
Obviously do whatever you want with them cuz building is fun and you should be as creative as you like (but pls don't block them off completely! D:).
But having a good tomb can definitely earn you accolades.
If it's clearly intentional, same. Or putting corrosive pits under them so you can't get the loot unless you're running a shield.
Oh, neat! I didn't know traps needed to be near Harvey's path for them to add to Threat.
Someone's done a brilliant guide in the Guides tab that shows this with visuals too if you want to learn more:
https://steamcommunity.com/sharedfiles/filedetails/?id=2960440775
Don't get me wrong, I love trapped tombs. Treat it like the GenMat, trap the ♥♥♥♥ out of it, just don't remove my reward for going and getting it by dropping the stuff into an acid pit lol
I saw one guy put an acid cube under it to kill the player, but you actually ran across where the stuff dropped later in the HRV path. It was really clever and turned a no accolade run into a 2/2 accolade run simply for that one thoughtful trick.
Side note: Can anyone confirm that if you break a tomb but die before getting the resources, are they then lost? Or do you get them regardless of dying?
If incorporated, I'll definitely add some traps to make getting to them a little bit spicy, but with the specific caveat that the traps used cannot accidentally pop the tomb themselves. If a stray bomb or bolt hits the tomb, the raider's out the 250 xp... And that's not something I want happening.