Less free traps, more useful traps.

Started by bobucles, July 24, 2018, 12:58:55 PM

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bobucles

The recent changes to turrets mean that defenses become expensive very quickly. Traps however did not get these changes. They got a huge relative buff with the new armor system, which punishes ranged weapons severely and makes melee weapons much stronger than before. Because of this traps have become the de facto "free" defense of choice. Entire raids can be wiped out with a pile of traps, and the only upkeep cost is a little bit of your pawn's time. I'd like to suggest a few changes to traps to make them more useful yet less of a super defense at the same time.

1) Trap cost overhaul. Decrease the setup cost of traps to 25-35 material. Traps now take 5-15 resources to recharge after they get tripped.
Comment: The main idea is to boost traps early game while nerfing the piles of infinite kill traps that plague late game. For example with 30 cost and 10 recharge you can start off with over twice as many traps, and it only becomes more expensive than vanilla after four raids. That's maybe a half year or so of value, pretty decent.

2) Ensnare trap. Deals minor damage (0-5) and stuns creatures. Small/tiny creatures are stunned longer. Reduces melee accuracy/defense while inside.
Comment: The main goal is to offer a decisive advantage for melee defense. Stunned enemies are easier to attack and the penalties let you fend them off better. This kind of trap is ideal for caravans since it is easy to set up and lets you have something for defense.

3) Tear gas trap. Deals minor pain (10-20%) and afflicts Tear Gas, which reduces sight/manipulation for a few hours.
Comment: A type of IED that debuffs enemy raids and makes them easier to assault. No effect on mechanoids.

pablo603

The traps did get a nerf before. No need for another one. You can no longer place them next to each other.

AileTheAlien

How far apart do they need to be? I was putting them in a checkerboard X pattern (touching at corners, NSEW empty) a couple of days ago in 1.0...

pablo603

Now a trap must have 8 tiles around it clear of other traps (3x3 square)

Greep

I think you're a few updates behind bobucles.  Aren't traps single use now?
1.0 Mods: Raid size limiter:
https://ludeon.com/forums/index.php?topic=42721.0

MineTortoise:
https://ludeon.com/forums/index.php?topic=42792.0
HELLO!

(WIPish)Strategy Mode: The experienced player's "vanilla"
https://ludeon.com/forums/index.php?topic=43044.0