Rust
kainfury May 26, 2016 @ 11:59pm
BOOBY TRAPS - the lengthy edition
I've seen a recent post about Booby traps. I know this has been discussed before, but I would like to share my idea on this feature which could balance the game more.

Warning: This post is very lengthy and detailed. It took me a while to write it, so I would appreciate constructive comments (good or bad), instead of "Cool story bro"

PLEASE LET ME KNOW WHAT YOU THINK. I like thinking of concepts like this.

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BOOBY TRAPS
A (violent) Goonies Tribute

First, a few basic concepts

1. A Booby Trap (named Trap from now on) consists of 2 elements : The TRAP (device) and a TRIGGER. In order for the trap to be activated, the Trigger must be, well, triggered.

2. A Trap can only be built, activated or deactivated if the following conditions are met :

a. The trap location is within the radius of a Tool Cupboard
b. The player must have Building Rights within that Tool Cupboard

3. A player will NOT ACTIVATE TRIGGERS if the following conditions are met :

a. The player has ACTIVE Building Rights where the Trigger is located

NOTE : Be extra careful if you have more than 1 player authorized to build in the Trigger's vincinity : a prankster could decide to clear the Tool Cupboard Authorized List, making the traps dangerous to everyone within the Tool Cupboard radius. Choose your friends wisely.

4. The Tool Cupboard would have 2 new options :

a. "Deactivate all Triggers" -- Deactivates all Triggers in the Tool Cupboard''s radius
(No need to use this option if you are the sole player with Building Rights and you never have visitors come over, as Players with Building Rights never activate triggers. This option is useful when you have visitors that do not have Building Rights)

b. "Activate all Triggers" -- Activates all Triggers in the Tool Cupboard''s radius
(this option would only be dangerous if you or visitors do not have Building Rights. Mainly used to reactivate Triggers once visitors without Building Rights have left your building.

5. A player can see where Triggers and Traps are located if the following conditions are met :

a. The player has ACTIVE Building Rights where the Trigger is located
b. The player has the Trap Tool (see below) in his/her hands

NOTE : If the above conditions are met, Triggers will display a Yellow Overlay on them.
Traps will display a Purple Overlay on them.


INSTALLING THE TRAPS

Creating Triggers
Triggers mostly consist of normal Floor/Foundation Tiles which can be changed to a Trigger, with the help of the Trap Tool (see below). Some resources would be needed to install the Trigger (such as Wood and Metal Fragment). Trigger floor tiles look exactly the same as normal floor tiles, and bear the same HP (with the exception of the Collapsing Floor Trap -- see later in text)

Connecting the Trap
Traps must be 'connected' to a Trigger in order to work. Tier 0 floors/foundations (Twig) cannot act as triggers (only wood tier and above).

The cost could be 100xRopes* per each square tile distance (three dimensional) between the trap and the Trigger.
*Only a suggestion

Example : if a floor tile Trigger is located 5 squares from a Trap, the cost would be
500 Ropes to set up the trap.

If a trap is activated, it can be 'reloaded' without any extra cost (except Ammunition, if applicable). If a trap is removed an installed somewhere else, you need to spend extra Ropes to set it up again.

IMPORTANT : Destroying a floor/wall/ceiling square which hides a trigger destroys the trigger.

NOTE: You would not see the Ropes linking the trigger and the trap, as this would be too complicated to do, and too messy-looking.

THE TRAP TOOL

For defense

The Trap Tool is a special Tool used to set up and disarm traps, as well as detect them if you have Building Rights (see above). It would look like a weird contraption with gauges and mysterious mechanisms. It is useless in combat, like the Wooden Hammer.

The Trap Tool is necessary to install/uninstallTriggers, connect Traps to Triggers and see all your installed Traps/Triggers.

For Raids

The Trap Tool is also useful for raiders. Raiders can look for Triggers while pointing at a Floor Tile with the Trap Tool equipped. The process would take 30 seconds or so, slowing them down. But the result would not be 100% accurate. If the tool says
"NO TRAP FOUND", it has only 75% chance of telling the truth.
So either the Raider(s) try more than once to be sure that the floor tile in front of them is not a Trigger, or they take a leap of faith and venture further in the building.

THE TRAPS
We are now to the heart of this lengthy suggestion post, the Traps !

1. SWINGING TRAP : A heavy object attached with a rope to a device installed on a ceiling. Once activated, the trap releases the object, which swings in a 180* arc.

Needs 2 adjacent ceiling squares to be installed on. Must be connected to a floor/foundation tile Trigger. Once triggered, the Trap swings a heavy object quite fast in the direction where it points to, damaging everything in its path.

Variations:

Log
Spiked log
Boulder
Metal ball
Spiked metal ball

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2. WALL SPIKES: Spikes hidden in a wall, retained by springs. Once activated, the Trap releases the springs which push the spikes out of the wall at a great speed,

Needs 1 full-height wall to be installed on. The wall would show small holes if you have enough light to see them. Must be connected to a floor / foundation tile Trigger. Once activated, the Wall Spikes spring out of the wall, damaging anything in its path.

Variations:

Wood spikes
Barbed wood spikes
Metal spikes
Barbed metal spikes

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3. FLOOR SPIKES: Spikes hidden in a floor, retained by springs. Once activated, the trap releases the springs which push the spikes out of the floor at a great speed,

Needs 1 floor /foundation tile to be installed on. The floor would show small holes if you have enough light to see them. The trap would be automatically connected to the Trigger, which is the floor tile it stands on. Once activated, the Floor Spikes spring out of the floor, damaging anything in its path.

Variations:

Wood spikes
Barbed wood spikes
Metal spikes
Barbed metal spikes

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4. HANGING TRAP: An object attached to a rope, which is attached to a device on a ceiling. Once triggered, the trap releases the rope and the object falls down in a vertical path.

Needs a minimum of 2 square high clearance from the ceiling to the floor/foundation. Must be connected to a floor/foundation tile Trigger. Once triggered, the trap releases the object which falls to the ground, damaging everything in its path.

Variations :

Log
Spiked log
Boulder
Metal ball
Spiked metal ball
Bottle filled with flammable liquid (creates fire)
Bottle filled with toxic gas (creates toxic cloud)
Bottle filled with condensed smoke (creates smoke cloud)
F1 Grenade
Bean Can Grenade

NOTE : Shooting the object while it is still attached to the trap will destroy it. If the object was meant to break open or explode, it will still do so (but hopefully at a safer distance).

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5. ARROWS TRAP: Arrows concealed in a wall. Once activated, a hidden device in the wall shoots the arrows from the wall in a straight path.

Needs 1 full-height wall to be installed on. Must be connected to a floor/foundation tile Trigger. The wall would show small holes if you have enough light to see them. There could be 5 arrows hidden in the wall, placed in a X layout. Once triggered, the trap shoots arrows in a straight path, damaging everything in its path.

NOTE: The arrows follow the same physics as shooting an arrow from a Hunting Bow (same distance and gravity rules). Once they have landed, the arrows can be picked up.

Variations :

Regular arrows
High Velocity arrows

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6. FIREARM TRAP: A firearm installed on a mount, which is connected to a mechanism. Once activated, the trap pulls the gun trigger and the gun shoots in the direction it is pointing at.

Needs a surface area large enough to accept the trap. Can be installed on Storage Boxes. Must be connected to a floor/foundation tile Trigger. Once triggered, the Trap makes the gun shoot in a straight path, damaging everything in its path.


NOTE: The bullets follow the same physics as shooting ONCE (1 click) from a gun (distance and gravity rules).The gun can be looted from the trap. The trap must be reactivated after it has been triggered (even if the firearm holds more than 1 bullet).

Variations :

Revolver
Semi-Automatic Pistol
Waterpipe Shotgun
Pump Shotgun
Bolt Action Rifle
Semi-Automatic Rifle

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7. COLLAPSING FLOOR: A floor tile which has been built in a way that in can collapse easily. A hidden mechanism in the floor retains it in place. Once triggered, the hidden mechanism removes its supports, which makes the floor collapse.

Needs 1 floor tile to be installed on. DOES NOT WORK ON FOUNDATION TILES. The trap would be automatically connected to the trigger, which is the floor tile it stands on. Once activated, a 'Cracking sound' is played and after a 1-second delay, the floor tile is destroyed. Depending on the layout of the building, the raider could fall to his death, or on another floor trigger down below.

NOTE: If looked at, the Collapsing Floor tile looks exactly like any normal floor tile, showing the same amount of HP. However, if a raider hits the floor with a weapon or tool (such as an axe or pickaxe), he/she will realize that the floor tile takes damage MUCH MORE easily, which is a clear hint that the floor tile is booby-trapped.

Variations:

Wood collapsing floor
Stone collapsing floor
Metal sheet collapsing floor
Armoured collapsing floor

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8. HINGE FLOOR TRAP: A floor tile which has been built in a way that it can swing down open, with the help of small hinges. A hidden mechanism in the floor locks the floor tile in place. Once triggered, the hidden mechanism unlocks the floor tile, which makes the floor swing down open.

Needs 1 floor tile to be installed on. Needs 1 tile-height of clearance underneath. DOES NOT WORK ON FOUNDATION TILES. Must be connected to a floor/foundation tile trigger\ (the trigger CANNOT BE ON THE SAME TILE AS THE TRAP. Once activated, the floor tile swings down open in the direction of the hinges. Depending on the layout of the building, the raider could fall to his death, or on another floor trigger down below.

NOTE: If looked at, the Hinge Floor Trap looks almost like any normal floor tile, showing the same amount of HP. However, if inspected closely, a raider can notice small hinges at one of the tile's sides. If a raider hits the floor with a weapon or tool (such as an axe or pickaxe), he/she will realize that the floor tile takes damage MUCH MORE easily, which is a clear hint that the floor tile is booby-trapped.

Variations:

Wood hinge floor
Metal sheet hinge floor
Armoured hinge floor
Floor grill hinge trap

NOTE : The Hinge Floor Trap CANNOT be installed on Stone Floors (would not make sense).

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9. AUTOMATED DOOR TRAP: A small device concealed next to the opening / closing mechanism of a door makes the door close automatically if it is triggered.

Needs a door to be installed on (works on Ladder Hatch too) . Must be connected to a floor/foundation tile trigger. Once activated, the trapped door closes. Putting a lock on the door is highly suggested to make the trap effective.

NOTE : This trap is especially useful in locking raiders in a room, preventing them from advancing further or slowing them in their raid.

NOTE 2: This trap is meants to CLOSE the door, not open it. For the trap to be effective, THE DOOR MUST BE LEFT OPEN.

Variations :

Automated Wood Door trap
Automated Metal Sheet Door trap
Automated Armoured Door trap
Automated Wood Door trap
Automated Ladder Hatch trap
Automated Prison Cell Gate trap

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10. EXPLOSIVE BOX TRAP: An explosive connected to a small device, hidden in a box. Once triggered, the device activates the explosive.

The Explosive Box Trap is a craftable item. It requires the same materials used to craft a normal Box (large or small), with the addition of 1x Explosive + some Sulfur. It is placed on any available surface, like a normal Storage Box.

The Explosive Box Trap looks exactly the same as any other Storage Box. It can be armed or disarmed by anyone with Building Rights. Be careful with this trap when you have visitors without building rights around, as they can trigger the trap.

The Explosive Box Trap can have a lock on it. This is useful to keep the trap safe from friends who do not have building rights (they cannot see if the Storage Box is a trap or not). Once your visitors have left, feel free to remove the lock from the Storage Box.

The Explosive Box Trap is not meant to store items. It does not have any slots available.

If a raider opens an Explosive Box Trap, the box explodes, dealing damage similar to a F1 Grenade.

If a raider destroys an Explosive Box Trap (melee or from a distance), there is a 50% chance that the bomb goes off. Either way, the Explosive is lost in the process.

NOTE: An Explosive Box Trap explosion WILL NEVER TRIGGER any other Explosive Box Traps in the vincinity, even if the explosion destroys other nearby Explosive Box Trap. The other Explosive Box Traps affected by the initial explosion will simply be destroyed.
This is to prevent players from creating explosion chains, which could be way too overpowered and could even affect the server's performance due to a large amount of explosions in a very short time.

Added on may 31st 2016



11.Audio Decoy: A wire/thread attached to a radio turns it on when a trigger is activated. The radio plays a random noise, which is intended to freak out intruders and keep them on their toes.

Needs 1 floor /foundation tile to be installed on. When triggered, the radio will turn on after a random delay (ex: between 5 and 20 seconds). The radio will play a random noise ONCE, then turn off. The radio (trap) needs to be reactivated to work again.

Random noise variations :

Footsteps
(playback time : between 2 and 5 seconds).
Sounds of footsteps on different materials, such as wood, stone, sheet metal, armoured metal, grill.

Machine gun burst
(playback time: the equivalent of 5-6 bullets shot).
Sound of a machine gun being fired in 1 to 3 bursts.

Door opening/closing
(playback time : normal opening/closing time of a door).
Sound of a random type of door (wooden, sheet metal, armoured, prison gate, ladder hatch) being opened or closed (or both, one after the other).

Breaking wood
(playback time : normal time as when a normal Storage Box is destroyed ~ 0.75 seconds)
Sound of wood being broken, as if someone destroyed a Storage Box.
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12. Alarm: A wire/thread attached to speakers turns it on when a trigger is activated. The arlam is loud and can be heard at a long range.

Needs 1 floor /foundation tile to be installed on. When triggered,the alarm will be turned on and will emit a loud, repetitive sound for 2 minutes that can be heard over 300 m.

NOTE: If raiders activate a second alarm while the first one is still ringing, the first alarm will turn off. Only 1 alarm can ring at any given time in a Cupboard's radius.

Sound Variations :

War alarm sound (the type you need to crank to activate)
Radio alarm sound (the buzzer sound on an alarm clock)
Car alarm sound (the high-pitched arlam on a car)
Intruder alarm (the alarm that usually comes with flashing red lights in movies)

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13. Lock counter-measure: A small device hidden within an Electronic Lock will give electric shocks after someone guesses the password wrong too many times.

Needs an Electronic Lock that will act as a Trigger. If Raiders try to guess a Password more than 5 times, the trap is activated. The lock gives small electric shocks at first, dealing only a few HP of damage. The more Raiders try to guess the code, the more the intensity of electric shocks increase, until the trap is depleted.

NOTE : The damage caused by electric shocks bypasses any armor. In other words, pure damage is inflicted.

Electric shock damage table :

5 - 10 guesses : 20 HP
11 - 25 guesses : 40 HP
26 - 50 guesses : 60 HP
50-75 guesses : 80 HP
76 - 100 guesses : random value between (80 and 105**) ** This is to give more "weight" to the 100 HP (insta-kill) chance.

101 + guesses : depleted trap

NOTE: The trap resets its Damage Table after 2 hours (real life time). However, it does not resplenish its maximum number of electric shocks avaialble. In other words, if a Lock Counter-measure is being activated 56 times, after which the Raiders abandon an go away, the Trap will reset at 0 guesses after 2 hours. Its maximum number of Electric Shocks will stil be 44 (100 - 56).

NOTE 2: After a Lock Counter-measure is depleted, it cannot be reactivated again. The trap simply diseappear. If a player removes a lock from a door, the Trap is destroyed automatically.

NOTE 3: This trap is effective against large groups of Raiders trying to brute-force guess the Password, and against annoying passerbys who like to freak out the player inside the building by incorrectly guessing the main door's password.

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Well, that's the idea. Let me know what you think.
Thanks.
Last edited by kainfury; May 31, 2016 @ 4:46pm
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Showing 1-9 of 9 comments
Lt. Smith May 27, 2016 @ 4:35am 
WOW, that´s what I call a detailed description! But very, very nice suggestions. 1+
Incel_gaming May 27, 2016 @ 6:23am 
1+
kainfury May 27, 2016 @ 6:09pm 
Thanks!
James May 28, 2016 @ 2:26am 
Holy crap...I like it......
Meoman8 May 28, 2016 @ 7:53pm 
Yeah, a lot of these are needed; an easier way to defend bases, or a way for a new(er) player to get loot! I like all of the ideas!
bump
kainfury May 31, 2016 @ 4:42pm 
I have added 3 new traps :

Audio Decoy
Alarm
Electronic Lock Counter-measure

The 3 of them are at the end of the post.
anthoer bump.
R1ch4rd N1x0n Jun 2, 2016 @ 12:12pm 
If you want a booby trap just kill a female player and place a mine under their boobs.
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Date Posted: May 26, 2016 @ 11:59pm
Posts: 9