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Thread: Creature Traps

  
  1. #1
    Tentacle
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    Default Creature Traps

    Creature Traps

    Infomation:

    Traps that require a certain Creature to be activated.

    Example:

    Spider Trap: You build the Spider Trap, pick up a Spider, and drop it into the Trap. Once a enemy passes by; the Spider spews webbing all over the enemy(s), stunning them for awhile. The Spider is released from the trap after it triggers, and starts attacking the enemies.

    Other: If payday strikes/hunger/sleepy, the Creature will leave the trap to do so.

    Cost: 1000

    Mana Drain: None

  2. #2

    Default Re: Creature Traps

    Whats the point in this trap? Why would you need a specific creature to pop at specific spot, gameplay-wise?
    This would complicate the game for no reason.

  3. #3
    Tentacle
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    Default Re: Creature Traps

    Quote Originally Posted by Kopavel View Post
    Whats the point in this trap?
    It's just a suggestion I came up with randomly, I didn't get the time to polish it or anything.

    Quote Originally Posted by Kopavel View Post
    Why would you need a specific creature to pop at specific spot, gameplay-wise?
    I dunno, I never seen a trap be by itself, aside boulder traps.

    Really though, thats where everyone can suggest a Creature trap thing here, and what's it's uses will be.

    Quote Originally Posted by Kopavel View Post
    This would complicate the game for no reason.
    And how would this complicate anything? You just build the blank trap, you drop a creature in it, and it becomes a certain different trap depending on the Creature.

    There are only SOME Creatures that have a special trap, not all of them do.
    Last edited by Evi; February 15th, 2010 at 08:08.

  4. #4
    Vampire MeinCookie's Avatar
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    Default Re: Creature Traps

    Interesting I thought. But their really isn't much diversity in abilities in DK which is the problem. If all creatures had abilities that were definable only to them... some do but lots don't.
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  5. #5
    Orc Dark_Omega MK2's Avatar
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    Default Re: Creature Traps

    This idea is nice, but i find it completely excesive and unnecesary.

    1.- Why making traps that require a creature opperating manualy when you can suggest specific traps that can do pretty much the same thing without anyone controling it, its the same deal. In other words, its excesive.

    2.- Its like having a guardroom in DK2, if you build these traps and put creatures there, you also will need a lair, treasury, hatchery nearby which entirely misses the point of a reliable and simple defense if they are just going to move around whenever they feel like it. It complicates things a lot. Again, its excesive when you can make an automated trap of the same kind.

    3.- Keep in mind that traps in the DK universe are automated in some way or they opperate by themselves by the magical power of Mana. Whats the point of having a manual trap that still consumes mana? and even if it did not consumed mana. why i want to put creatures there when i want then training, researching and maybe they will be more efficient in pure combat.

    Traps shouldn't be opperated manualy, unless its the "trigger trap" kind
    Last edited by Dark_Omega MK2; February 15th, 2010 at 08:29.

  6. #6
    Tentacle
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    Default Re: Creature Traps

    Forget it then.

    This suggestion is scrapped.

    Lets go play some boring ol' Dungeon Keeper one.

  7. #7
    Imp Zander353's Avatar
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    Default Re: Creature Traps

    Its a good idea but there is no point in "putting" the creature in the trap. You could tweak the idea and maybe somehow make it so that in order to build certain traps you require that creature to be present in your dungeon. However, at the moment i can't think of any logical reason why that would be so, maybe each creature that can work in the workshop can create it's own "special" trap?

  8. #8
    Tentacle
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    Default Re: Creature Traps

    Quote Originally Posted by Zander353 View Post
    Its a good idea but there is no point in "putting" the creature in the trap. You could tweak the idea and maybe somehow make it so that in order to build certain traps you require that creature to be present in your dungeon. However, at the moment i can't think of any logical reason why that would be so, but still not a total failure xD
    Hm, sounds good, but everyone already hates the idea and I been shot.

    May I request... another lock?

    So I don't have to see people bashing/flaming this to the top of the page.
    Last edited by Evi; February 15th, 2010 at 21:40.

  9. #9
    Imp Zander353's Avatar
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    Default Re: Creature Traps

    O-well i suppose anything is worth throwing out there to maybe spark someones imagination

    personally I like the idea that certain creature's have to be present to make certain traps, that makes it more complicated than just spamming traps and controlling mana vaults ( I think its vaults I'm drawing a blank ), but that's my opinion.
    Last edited by Zander353; February 15th, 2010 at 21:53.

  10. #10
    Fly Trotim's Avatar
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    Default Re: Creature Traps

    In order to build the Spider Trap, the Workshop has to kill the Spider and use its corpse. Would that concept work better?

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