Nonlethal Traps?

Started by Shub-Niggurath, February 26, 2017, 01:40:32 PM

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Shub-Niggurath

When my colonists are completely incapable of not trying to kill their mentally broken friends, I'd like to be able to rely on traps for nonlethal incapitation.
Recently I've noticed that some animals have a STUN attack, which makes me think "Can we put those onto traps?"
So I've come up with some ideas.
Net Trap
- Must be placed under a roof.
- Comes in 3 Variants
: 1 by 1 - 30 wood, 40 cloth, Is one individual trap and can only stun one raider for 1-3 seconds (Melee Skill decreases time) And has a chance of dropping their weapons on the ground (15%) Takes a short time to rearm (CONSTRUCT)
: 2 by 2 - 60 wood, 80 cloth, Is a larger trap, is able to trap four raiders for 4-8 seconds, (Melee Skill decreases this) , and has a chance of dropping their weapons on the ground (30%) Takes a long time to rearm (CONSTRUCT)
: 3 by 3 - 180 wood, 240 cloth, Is a very large trap, is able to trap nine raiders for 12-24 seconds, as well as dropping their weapons on the ground (Melee skill decreases the time.) (60%) Takes an extremely long time to rearm (CONSTRUCT)
The purpose of Net Traps are to stun raiders long enough for your colonists to get ready, and to soften them up by removing their weapons. Net Traps are very resource-heavy, and require a roof to put down, making them less useful for outdoor bases.
Dart Traps (Nonlethal)
Are 1 By 1 traps that can be inserted into walls similarly to a vent or a cooler. Dart traps require power, and will only fire when a hostile steps near them. It applies an effect similar to Anesthetics, but slightly weaker. The more darts loaded into them the more consciousness they lose.
Requires 100 of a material, and takes 500 watts of power.
The Anesthetic effect scales with each dart that strikes them, it is less effective for larger enemies
Small (Squirrel) Takes 1-2 darts to incapacitate
Medium (Human) Takes 2-4 darts to incapacitate
Large (Muffalo) Takes 3-6 darts to incapacitate
Armour will also block the darts, the darts will only work if they strike a spot that is not covered, such as the neck.
The purpose of Dart Traps is to incapacitate raiders, it is only effective against one raider at a time. multiple of these take lots of power, to handle a raid of say 20 people, you'd need about 50 dart traps to incapacitate all of them, and that'd be somewhere around 25000 watts, which would drain your batteries very fast. Of course, dart traps are also useful against man hunters, but larger animals take more darts to incapacitate .
OC Trap (Overhead Concussion) (Both lethal and nonlethal)
Takes 80 materials, scales with blunt damage.
1 BY 1 Faces up/down, needs to be placed below a roof. Is invisible like a roof until someone steps under it, then the player can see whoever was under it get potentially knocked out, and a red X telling you which trap got triggered. The OC trap can be viewed by the place by the ROOF option, and is highlighted in red.
The OC trap is a swinging trap that is ment to smack somebody's forehead, giving them a concussion. It is not entirely nonlethal, as higher levels might end up smashing their head off, or in. It has a very high chance of giving the person a concussion or brain damage, and takes 2x longer then a deadfall to rearm.

Coming to think of it, this should have been in mod requests.



DanielCoffey

Dart traps would be blocked 100% by Personal Shields too.
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este788

I would like to have bear traps too , they would damage a leg and the bone really bad so the raider moving ability would go down to NONE so they are incapacitated

Shub-Niggurath

Quote from: DanielCoffey on February 26, 2017, 03:38:29 PM
Dart traps would be blocked 100% by Personal Shields too.
Didn't think of that, but yeah 100% blocked by Personal Shields.

Limdood

Quote from: Shub-Niggurath on February 26, 2017, 01:40:32 PM
When my colonists are completely incapable of not trying to kill their mentally broken friends,
the mentally broken friends who are, lets be honest, trying their VERY hardest to kill those colonists.


Shub-Niggurath

Quote from: Limdood on February 27, 2017, 11:40:25 AM
Quote from: Shub-Niggurath on February 26, 2017, 01:40:32 PM
When my colonists are completely incapable of not trying to kill their mentally broken friends,
the mentally broken friends who are, lets be honest, trying their VERY hardest to kill those colonists.
Yes, but their still your friend. You'd think their friends would be reluctant to shoot them in the face with a shotgun after knowing them for five years,

Hans Lemurson

Quote from: Shub-Niggurath on February 27, 2017, 10:35:49 PMYes, but their still your friend. You'd think their friends would be reluctant to shoot them in the face with a shotgun after knowing them for five years,
I dunno, you didn't know the guy.  Did I tell you about the time he hit on my wife in front of me?  All I'm saying is accidents 'happen'.
Mental break: playing RimWorld
Hans Lemurson is hiding in his room playing computer games.
Final straw was: Overdue projects.

Limdood

you're aware you can turn off them shooting their "friends" right?

in fact, WITHOUT changing something, there is NO WAY to shoot a berserking colonist.  you have to change them to react to threats by fighting OR draft them.

You used shotgun as your example....you're seriously arguing that when using a shotgun to defend against someone racing towards you to kill you there shouldn't be a significant chance to kill them?

As far as traps go....colonists are aware of trap placements...so...?