[QUOTE=jonnymad;42681671]haven't played it, care to explain?[/QUOTE]
It is one of the best single player games I have ever played, and I hate single player games. You really should play it.
But, back to topic, they put up hanging cans to alert themselves when somebody is near, rig guns to go off, and also there are grenade traps that go off.
Also I wish that Rust made it possible for factions to be more military-style
[IMG]http://s24.postimg.org/7aqqodtol/Trap_cans.jpg[/IMG]
From metro 2033, need to add these or something like it.
[QUOTE=KluKluxKid;42681692]It is one of the best single player games I have ever played, and I hate single player games. You really should play it.
But, back to topic, they put up hanging cans to alert themselves when somebody is near, rig guns to go off, and also there are grenade traps that go off.
Also I wish that Rust made it possible for factions to be more military-style[/QUOTE]
[IMG]http://images.wikia.com/metro2033/images/6/6d/Trap_cans.jpg[/IMG]
i think he means these
[QUOTE=PrinceChawmin;42682025][IMG]http://images.wikia.com/metro2033/images/6/6d/Trap_cans.jpg[/IMG]
i think he means these[/QUOTE]
Lol too late :D
Well, to the can idea, I would say not bad. It is certainly better than a full blown alarm system.
Can I tame a bear, dress it in kevlar and give it metal teeth? That's what I want sitting in my treasure room.
[QUOTE=Jezzirok;42682437]Can I tame a bear, dress it in kevlar and give it metal teeth? That's what I want sitting in my treasure room.[/QUOTE]
Taming bears would be cool. Dressing them up in kevlar is excessive. Metal teeth are even more so.
[QUOTE=jonnymad;42682543]Taming bears would be cool. Dressing them up in kevlar is excessive. Metal teeth are even more so.[/QUOTE]
Way to shit on my dreams, man.
Speaking of shitting, who is up for pissing and shitting mechanics in rust? just peel off your pants and piss on people (Postal, anyone?) or shit on someone's doorstep!
[U]A few ideas of my own:[/U]
[B]Toxic gas trap:[/B] When triggered, either by a tripwire, opening a door, or contact with an object, a cloud of toxic but short-lived gas is released into the area. The target suffers heavy damage while in the cloud, with a lingering poison effect. The gas would probably be chlorine, which can be manufactured from sea water via electrolysis. The gas would dissipate after a few minutes.
[B]Zombie attractant:[/B] Once activated, this trap sprays an aerosol onto the person that attracts zombies from within a pre-determined radius. It would probably last for several minutes before wearing off. This one would probably be used more by people who built their house in an area near zombies, or by people who want to make sure that the person who raids them gets justice served in the end. Something similar could be made that attracts bears and wolves.
[B]Darts:[/B] A dart trap could be triggered by a tripwire, pressure pad, opening a door, or the like. The darts could have poison on them, or maybe it could be a single dart with a tracking device embedded in it so that you could track down the person who raided you.
[B]Incendiary device:[/B] When activated, this trap creates a massive burst of flames that sets fire to anything flammable around it. I could imagine people placing these in crates in decoy shacks or houses that they set up to lure or distract raiders. Obviously the building it went off in would be partially or completely burned down, and the target would suffer heavy burn damage even if they manage to escape somehow. Pair this with the door closing when the trap is activated and you have a pre-made oven to roast your enemies in.
[QUOTE=injektmepls;42695704][U]A few ideas of my own:[/U]
[B]Toxic gas trap:[/B] When triggered, either by a tripwire, opening a door, or contact with an object, a cloud of toxic but short-lived gas is released into the area. The target suffers heavy damage while in the cloud, with a lingering poison effect. The gas would probably be chlorine, which can be manufactured from sea water via electrolysis. The gas would dissipate after a few minutes.
[B]Zombie attractant:[/B] Once activated, this trap sprays an aerosol onto the person that attracts zombies from within a pre-determined radius. It would probably last for several minutes before wearing off. This one would probably be used more by people who built their house in an area near zombies, or by people who want to make sure that the person who raids them gets justice served in the end. Something similar could be made that attracts bears and wolves.
[B]Darts:[/B] A dart trap could be triggered by a tripwire, pressure pad, opening a door, or the like. The darts could have poison on them, or maybe it could be a single dart with a tracking device embedded in it so that you could track down the person who raided you.
[B]Incendiary device:[/B] When activated, this trap creates a massive burst of flames that sets fire to anything flammable around it. I could imagine people placing these in crates in decoy shacks or houses that they set up to lure or distract raiders. Obviously the building it went off in would be partially or completely burned down, and the target would suffer heavy burn damage even if they manage to escape somehow. Pair this with the door closing when the trap is activated and you have a pre-made oven to roast your enemies in.[/QUOTE]
The toxic gas trap idea is brilliant, I absolutely love it, though I feel it should be something that does damage over a short period of time when in contact, plus some "afterburn" after exiting, the poison becoming more potent the longer you stand in it.
Zombie attractant seems like it would be rather underpowered, unless Garry plans on raising the spawn number significantly.
Darts would be REALLY cool, especially if some sort of "screen shake" mechanic indicating poisoning could be implemented. Maybe it can cause paralysis for a minute or two, where you cannot move at all, leaving you open for attack? I also think a craftable dart gun would be really cool as well. Going back to your thread about farming (love the idea, by the way,) maybe you could grow a plant that can be used as the poison in the dart. The dart gun can be completely silent, yet potent, if you get a good hit in, it could make taking out a more heavily armed target even easier, since kevlar isn't going to stop you from getting poisoned!
Incendiary devices can work, but it should operate on the same principle as the toxic gas, it does moderate starting damage, has an afterburn (stop, drop, and roll, dammit!) and as you stand in it longer, the damage intensifies.
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