RavenRed: Just a relatively quick idea on Trapping. This ability should once more become a skill, and have additional abilities as a result of it. These range from detection, to Trap Creation to even more exotic abilities (see below for the gory details).

This skill should be available at a high mod to Rogues (1.200 or 1.000) and at a lower mod to assassins (0.700) and at an even lower mod to Rangers (though not Archers, .500).

This could become an important part of the arsenal or the sneakier classes, and the ability to create traps (in the same way as Archers can create ammo) expands the capabilities of trap-using characters markedly...

(NB All of these abilities are Mana Cost 0)

  1. Set Trap - (Skill Level 1)

  2. See snares (Skill Level 5) Detects traps in a radius of 1+(Trapping/5). At level 30, detects all traps in LOS

  3. Create Trap (Ability, 15 Pts, req Trapping@10+ INT 17, Free to Trappers @ L5) - Allows access to:

    1. Create Catapult Trap (Skill Level 9) Requires 1 junk item and 1 sling. At Level 19, all traps created are [excellent]

    2. Create Fumes Trap (Skill Level 15) Requires 2 junk items and one empty bottle. At Level 25, all traps created are [excellent]

    3. Create Bolt Trap (Skill Level 22) Requires 2 junk items and one crossbow. At Skill Level 32, all traps created are [excellent].

    4. Device Trap (Skill Level 33) Requires 3 junk item and one staff/wand (NB, this does not LOAD the trap with the magic-device, it merely creates it). At Skill Level 43, all traps created are [excellent]

  4. Identify Trap (Skill Level 17) Identifies a previously unknown trap type next to the player.

  5. Steal Snare (Skill Level 27) Disarms a trap and creates a new trap, “stealing” it. The Disarm should take place at ½ the average of the combined Disarm and Trapping skill, however.

  6. Detonate Trap (Skill Level 40) Enables the player to detonate one of his own traps at a distance, under the feet of hostile monsters. It becomes a radius-1 effect at Level 45 #1, and affects non-player traps at Skill Level 50

2cworth and counting...

#1 The Room of Mousetraps filled with Pingpong Balls effect. As one is set off, it will spring another, which will spring another, and so on...

Chatter

KhymChanur: Interesting idea. Perhaps instead of requiring a certain level to make [excellent] traps, an [excellent] level item would be used, so you'd need a Wand of Foo of Plenty or an Iron Rod of Foo of Cheapness to to make an [excellent] Devices trap. But then, for catapult, arrow and bolt traps, you might want the created trap to preserve the Ego ability of the item, so you could use a sling of Extra Shots to make a Catapult Trap of Extra Shots.

Also, maybe there could be a way to control what type of [excellent] trap was made. Like adding 20 bolts of Slay Dragon to the trap creation (used up in the creation attempt) would make a Bolt Trap for Dragons.

About "Steal Snare", would that only work on Arrow and Bolt traps, or would it also work on, say, a Nexus Ball trap? Hmmmm, maybe another ability, "Commandeer trap", which changes a pre-existing dungeon trap so that it's triggered by monsters instead of you. Commandeer a Summon Undead trap, and it will sumon pet undeads for you...

KhymChanur: Some more thoughts on this.

RavenRed: My thoughts on your thoughts on my thoughts...

Wastrel: Probably duplicating my old forum postings, but:

KhymChanur:

Also! I've been making up new trapkit egos as I've been implementing the 3.0.0 trapkits system (because all the available hooks make it so easy), like:

I'm going to try to make it so that, for trapkits which can accept more than one of an ammo type (like Automatic and of Extra Shots) that they can accept a mix of different things, so you could put one rounded pebble, one iron shot and one mithril shot into a catapult trap set that can shoot out three shots. So, does this sound like a good idea?

Finally, I'm trying to work luck into the trapkit system, because for a Trapper class it wouldn't really be far for good luck not to be put to use (and for bad luck not to be penalized).

Wastrel: Since you are modifying the code could you fix my pet peeve?

Probability of monster disarming a trap

KhymChanur: Whether or not a monster disarms a trap is decided in two steps: first, if the monster even notices the trap, and, if the monster notices the trap, if the disarming succeeds. The probability of a monster NOT noticing the trap is: (150 - smartness + difficulty) / 300. Difficulty is equal to your trapping skill modified by the trapkit being well hidden or obvious; with trapping being an ability it's hard-coded to 25. Smartness is equal to the monster's level, increased by 10 if the monster has the "smart" flag, and increased by 20 if the monster has previously noted one of the player's traps.

Thus, when trapping was still a skill, if you used an ordinary (no-ego) trapkit against a level 1 monster, a trapping skill of 0 would mean a 1/2 chance of the monster not noticing the trap, while a skill of 50 would mean a 2/3 chance of of not being noticed by the monster. This means that, with a skill of 50, a level 1 monster still has a 1/3 chance of noticing the trap, which seems pretty ridiculous to me; another way of looking at it is that increasing the skill from 0 to 50 only increases the chance of non-detection by 1/3.

If the trap has been detected by the monster, then it gets a chance to disarm it; if disarming fails, the trap is triggered. The chance of NOT disarming the trap is (80 - smartness + difficulty) / 120. Smartness is 1/5 of the monster's level, which is multiplied by 2 if the monster has the "smart" flag. The difficulty is entirely dependent on the trapkit, and was never affected by the the trapping skill. To get an average for a trapkit's difficulty, in wizard mode I went to level 127 of Angband, set my base luck to 33, and wished for a bunch of doable-ego trapkits; this produced some cursed trapkits, so I'm assuming it's representative of trap kits that would be found like normal under the same circumstances. The average non-cursed trapkit difficulty was 9.125, with a maximum of 13. Against a level 1 monster, the average difficulty would increase the chance of not being disarmed from 66% to 74%, an 11% increase in effectiveness. A difficulty of 13 changes it from 66% to 75%, an 16% increase in effectiveness.

I think that something like the old trapping skill might work if the two formulas above were changed, and better trapkits were given a higher disarming difficulty.

IdeaArchive/New Trapping Ideas (last edited 2005-06-29 01:31:52 by KhymChanur)