Results 1 to 2 of 2

Thread: Movable traps

  1. #1

    Default Movable traps

    Imps should be capable of packing down traps and move them to different parts of the dungeon if necessary rather than having to sell the old and then create new ones in a workshop.
    This should also be possible with doors.

  2. #2
    Vampire MeinCookie's Avatar
    Join Date
    Dec 2009
    Terra Australis, The Overworld
    Gamer IDs

    XFIRE ID: popgunpigeon

    Default Re: Movable traps

    Perhaps... Some of the best games in my opinion allow you to vary the game-play and some games, here I'm talking about Joint Task Force now, allow you to mix all sorts of options in-game to create really basic game-play modes which can be saved and re-used. This is good because it adds the lovely thing called variety. So... maybe... this could work as a little anonymous tickbox in skirmish/multiplayer games to add diversity if you get bored and want to try some unconventional game-play.
    {RPG} Creature Page: Here | My Maps, My Comic

    Not even Vermillion reads the OOC threads

    Current Awakening Creatures

    8 :Creatures Dispatched | Creatures Killed: 9

Similar Threads

  1. Frozengard Wastelands
    By Duke Ragereaver in forum Heavenarius
    Replies: 404
    Last Post: May 13th, 2013, 04:53
  2. Crystalbarrow Catacombs
    By Duke Ragereaver in forum Heavenarius
    Replies: 535
    Last Post: April 5th, 2012, 21:14

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts