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  • in reply to: New trap ideas #410

    Some that I thought of:

    Goo Traps – slow speed or attack speed slowing.
    Pit Traps – flat damage or breaking limbs if thats planned, dunno if z-levels are in the works or not.
    Teleport Traps – teleport to a small defined area, maybe 5×5 or something so it isn't exact – on a cooldown of course so we don't have a Lemmings scenario.
    Worm Traps – ya know… blood worms that crawl around on things & steal their life – possibly even become a minion/unit after a time if they eat enough!.
    Weapon/Armor Traps – It's always fun when the shiny knight comes to life & scares those rascally do-gooders.
    Kinetic Traps – You get hit by this thing… and the next thing that whacks you sends you flying, low damage, high flying.
    Doppleganger Traps – Spawns a weaker version of the thing that walks thru it, uncontrollable so there is some inherent risk.
    Unlucky Traps – Just craps on you in the combat system for a few turns… you strike your mates by accident, slip on their blood, knock your head pretty hard…
    Bloodlust Traps – Handy for those special types… turns them into crazies that get a little stronger in terms of melee, but they can't think straight enough to use specials.
    Starbucks – Great for weeding out those imps that pretend to do work.

    I dunno – that's what I came up with on the first try – good luck – fun so far.

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