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Stealth inspired puzzles and traps

8 Réponses [Dernière contribution]
mer, 10/26/2011 - 01:19
Portrait de Geregias
Geregias

i'd like to suggest some new(well to SK at least) possible puzzle elements, inspired by the myriad of stealth, and puzzle, games out there

so basically why not have sensor style trap/puzzle objects, that when tripped activate a defense system

my first few ideas for traps are the most basic,
the arc sensor, it has a limited field of view, reasonably short as well, and periodically sweeps over an area - knights have to run around or between the sensor sweeps, a corridor of these would present a possible challenge
Another is the spotlight style sensors, circles of light that travel slowly over an area, more suitable to large open areas then the arc sensors but still usable in corridors
my final idea is the eye guardian idea, similar to a lot of rpg/puzzle games, the 'eye' will not allow passage or will attack as long as it can see you(its immobile so you have to stand in front of it to be seen), the only way past is to hide behind an object or block its line of site - i've seen this used as an invisible barrier before, an alternative to the standard gates.

the triggered defense could simply be a spike floor or status traps covering the entire room/area, though i'd like to see some more elaborate defense systems, possibly lasers similar to the roar twins for corridor areas, or a series of rockets
generally id say no to spawning enemies on trigger unless they do not drop treasure(cr, heat, materials)

the other way to use them is as a stealth puzzle, a button at the beginning opens the gate, but get caught and the gate shuts and the button pops up again. repeat until your able to get through without being seen by the sensors

thoughts?

mer, 10/26/2011 - 04:00
#1
Portrait de Zephyrgon
Zephyrgon
NICE

+1

mer, 10/26/2011 - 06:30
#2
Portrait de Khamsin
Khamsin
Yeah, I posted something

Yeah, I posted something about a stealth inspired sleep theme strata before. Both the rotating cone of vision and spotlight came to mind immediately. Also, alarm systems that would alert some monsters if stray projectiles hit them would trigger was another thought as well.

mer, 10/26/2011 - 12:49
#3
Portrait de Juances
Juances
If they decide to implement

If they decide to implement this, just a heads-up for the developers:
When one player joins you, he could accidentally spawn on a trigger and doom his party, try to avoid this!.

mer, 10/26/2011 - 21:09
#4
Portrait de Geregias
Geregias
party doom

hmm didnt really think about that juances, but as long as the sensors/defenses activate once, become inactive for a second (roughly) then resume normal activity it should be fine, as far as i can tell knights that are in transit or still loading are not considered to be an active object in the level until they arrive/finish loading - the most damage they should cause is to set the traps off once (which may well be a big pain but never game breaking)

jeu, 06/21/2012 - 00:47
#5
Portrait de Hexzyle
Hexzyle
That is correct. Loading

That is correct. Loading knights are both invincible and invisible to monsters and damage.

Also, dungeon runs block random joiners after a certain ways into the level. Other players may still manually join though.

jeu, 06/21/2012 - 01:48
#6
Portrait de Schattentag
Schattentag
@Hex

They're invisible while loading, but that still doesn't stop them from triggering monster awareness as soon as they finish loading. Knights have invincibility frames so they can get oriented before adventuring, but if I'm not mistaken monsters will begin targeting them as soon as they stop loading.

jeu, 06/21/2012 - 02:46
#7
Portrait de Skold-The-Drac
Skold-The-Drac
Party inclusion or not.

Stealth puzzle levels should come up in the random levels area... don't they already have the party finder killed in random levels sections? Ba-bam... problem solved if so.

If someone manually enters your game then... I think it's safe to say you earned that by having the person on your friends list? Don't know about you... but if someone in my list (guild or otherwise) joins without asking I boot immediately. No questions asked. Do not pass GO. And do not collect my 200 cr.

But if the random level area doesn't have that immediate boot... I guess it's for the player to lock their party in stealth levels.

P.S. To be brutally honest I expected these to be in the OCH levels as signs of what's to come... lo-and-behold... x.x

jeu, 06/21/2012 - 03:57
#8
Portrait de Toxicblade
Toxicblade
@Skold

Skold I do not understand that comment at all >_>

For this idea, could we have the type of gate that prevents you from going back to the arsenal big at the start of the level, that a joining player would always spawn behind, if the first play was up to the stealth bit? this would stop the joinging player from instantly triggering the trap

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