Snare Traps

Discussion in 'Feedback' started by Trid3nt, Jan 8, 2007.

  1. Trid3nt

    Trid3nt Member

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    I was thinking that the mines that the grenadier have are too general use, and as the grenadier is an anti-tank soldier, maybe he should be using anti tank mines, and that someone else should have anti-personell mines, or claymore mines, but that would seem a bit like BF2, so... Snare traps, easy to lay down, brakes a person's ankle if they step on it.

    If anyone likes this idea, then I think there are two classes that could use this - the scout, for hiding, and the engineer, instead of a turret.
     
  2. ^Dee^

    ^Dee^ Former Super Moderator

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    I would give it to scout since engineers will need turrets for maps without commanders :)
     
  3. Trid3nt

    Trid3nt Member

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    As a choice instead of a turret
     
  4. thaile

    thaile Member

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    I think giving it to scouts makes more sense. Scout lays down snare, enemy steps in it and hurt foot (moves slowly for a few seconds? can't jump?<- easy to code just remove all stamina, it takes effort to get out of snare) scouts takes him out and lays down another snare.
     
  5. Trid3nt

    Trid3nt Member

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    or just sets up the snare again
     
  6. Havok4

    Havok4 Member

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    I like this idea, but it would have to be fairly large to be useful on empires scale maps.
     
  7. Private Sandbag

    Private Sandbag Member

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    it should have to be removed by an enginner or shot off, at a risk of hurting oneself...
     
  8. Dubee

    Dubee Grapehead

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    or takes all your stamina away
     
  9. dumpster_fox

    dumpster_fox Member

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    There was a type of booby trap used in Vietnam that I could see being used by the NF. It's a foot trap that would fit the discussed model quite well if it is ever implemented.

    [​IMG]

    I'm thinking that when a soldier steps on one of these traps, his movement speed is decreased, his stamina is reduced to zero until treated or respawned, and he gets a special walking animation where he limps (letting other players know he's an easy target).
     
  10. ViroMan

    ViroMan Black Hole (*sniff*) Bully

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    :eek: That sounds sick man... I love it.

    The diagram makes it look realy easy too. Think I might lay a few around my house for thoes retarded kids who keep breaking parts of my tree off. ohh wait... what about the neibord dog... ohh well. ;)


    BTW.. if we implimented this.. it should be FF as well. There should be a limit too.. just like walls. I can see 2-4 spys setting up the whole enemys base with thies. Ohh and it should only work on grass not the cements and such.(if you can code that part in somehow.)
     
    Last edited: Jan 9, 2007
  11. Cokemonkey11

    Cokemonkey11 Member

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    Sounds cool.
     
  12. thaile

    thaile Member

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    Just a quick question to the dev. If you use all your stamina do you move slower until it starts to fill again? Or is it just my imagination?
     
  13. arklansman

    arklansman Member

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    Yes you do. :)
    That or we are taking the same thing. :P
     
  14. Trid3nt

    Trid3nt Member

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    To whoever mentioned Vietnam, those are bungee pits, and they are why my boots are twice as heavy (they have a plate of metal in the sole). I was thinking that maybe bungee pits/snare traps could cause damage (small like 1-3) to a person per step, as you would have quite a big hole there, until you heal yourself/get healed by an engi.
     
  15. dumpster_fox

    dumpster_fox Member

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    Pungee, Trid3nt. Pungee. :p

    Pits won't work well in Source, either.
     
  16. grayclay88

    grayclay88 Banned

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    it wouldnt have to make a pit in the map. hell, it could be invisble and it would still work.

    if source engines could make holes in the map after compiling, you could make freakin awesome traps. like cover a trench with grass and watch teh tankz fell in.
     
  17. Private Sandbag

    Private Sandbag Member

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    displaced textures anyone? those would work well!
     
  18. Tyberian

    Tyberian Member

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    I recall claymore type munitions in the HL multiplayer maps.
    They would work in district type maps. Have them as substitutes
    for grenades, player choice, grenades or claymores. available
    for all player types. Watch where you step eh??
     
  19. Solokiller

    Solokiller Member

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    You can change the terrain using env_terrainmorph, but it doesn't updates collisions due to buggy code and compile tools.
     

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