Don't put traps in your colony entrance passage

Started by muffins, June 15, 2015, 06:52:46 PM

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Jaxxa

But how would the raiders know?

I would like to see a system where they will eventually path back over traps incase they have been moved, so after a a few months they will "forget" about the trap.

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I meant that if they see the area where the traps were moved they'll use it again.
Selling broken colonist souls for two thousand gold. Accepting cash or credit.

The-MathMog

Quote from: muffins on June 15, 2015, 06:52:46 PM
I thought I could safely pull a Dwarf Fortress and put a ton of traps in my colony's entrances. Instead one of my favourite colonists accidentally set one off as she was walking by and got decapitated.

:'(

I'm thinking that the passage should have been 2-wide so colonists could path around them.

Wow, that is pretty brutal.. Sorry for your loss..

Here is how I do it, hope it can help. It let's the pawns go out, while enemies have to go through traps :)


kahlzun

I put rocks and debris around the traps so that they path through the traps. I haven't noticed any enemies avoiding the traps, but they would be slowed in full view of my turrets even if they did...
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Quote from: The-MathMog on July 28, 2015, 12:09:36 AM
Quote from: muffins on June 15, 2015, 06:52:46 PM
I thought I could safely pull a Dwarf Fortress and put a ton of traps in my colony's entrances. Instead one of my favourite colonists accidentally set one off as she was walking by and got decapitated.

:'(

I'm thinking that the passage should have been 2-wide so colonists could path around them.

Wow, that is pretty brutal.. Sorry for your loss..

Here is how I do it, hope it can help. It let's the pawns go out, while enemies have to go through traps :)



Actually a pretty good idea. I'd just make one tunnel to the side with an entrance/door on both then the middle in order to reset the traps without risk each one.
Selling broken colonist souls for two thousand gold. Accepting cash or credit.