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- You have a corridor with a width of 1-3 fields.
- For each field of width of the corridor, you need one starting point for minecarts.
- You need to lay track parallel to the movement of the monsters.
- For each starting point, you need to lay about 12 tracks. This way, each monster has a chance to be hit by 1 minecart and another respawing one.
The huge drawback is that you will get fewer combo points. Usually I like to cover the floor with 3 different type of traps. When using minecarts, its only 1 different trap, so 2 combo points less.
I am not sure, but the minecarts leaving the tracks at the end of the track is not a problem. If there are no monsters, it doesnt matter at all. If there are monsters present and they are hit, they receive damage from the minecart. Regardless if the minecart is on track or not. Maybe someone can confirm this observation ?
I did not reach high mission levels, so in the higher levels I think that the mincarts will be less effective or need longer tracks to be effective. The monsters get more hitpoints so you need to hit them with more carts.
And yes, carts deal damage when going off track.
So far the only real use I've found for them is to drop them off stairs, and let gravity do the work. But that's rather limited.
Running tracks around results in damage the same or less than having them walk through that many spaces of briars that multi-function to slow & heal as well. So while it was amusing to use it wasn't really practical.
I tried putting dispensers w/ or w/o short tracks outside the walk path gets some extra damage out of otherwise wasted floor spaces. The problem was they can knock orcs over barricades on some levels. If I limited it to just between the barricade/wall and the walk path it was far too rare a situation to warrant even just 1 slot for the cart dispenser.