Author Topic: Traps  (Read 24442 times)

Offline ToxicMonkey^MZC

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Traps
« on: July 19, 2009, 02:40:20 AM »
I was wondering if there was a way of changing the active time of traps.

Especially on the Xatrix server where some of the maps are HUGE you can be caught in a trap and spend the next 30 seconds of your life waiting for it to expire without seeing another player.

I understand that traps are an integral part of the xatrix mod but I think lowering the active time to 15 or 20 seconds would be a great improvement.
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Offline SquiSHeR

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Re: Traps
« Reply #1 on: July 19, 2009, 03:27:21 AM »
Alternatively traps could be placed like Invilnerability or Quad damage. They are far too easy to get.

Would be nice to add proximity mines from rogue mp into xatrix though. :)
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SpawnGirl

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Re: Traps
« Reply #2 on: July 19, 2009, 12:09:13 PM »
blah..
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Offline console

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Re: Traps
« Reply #3 on: July 19, 2009, 12:15:55 PM »
I understand that traps are an integral part of the xatrix mod but I think lowering the active time to 15 or 20 seconds would be a great improvement.

I think that could be worth trying (if we made an sv_trap_duration cvar, we could experiment with different times.)

Also, I've considered maybe trying out having traps be able to take damage... so if you were stuck in one, maybe a half dozen railgun shots would kill the trap... sort of thing...


Regards,

:exqueezeme:
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SpawnGirl

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Re: Traps
« Reply #4 on: July 19, 2009, 12:46:57 PM »
 :mrdead:
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SpawnGirl

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Re: Traps
« Reply #5 on: July 19, 2009, 12:47:34 PM »
Traps are funniesssssssssssssss!!!!!!
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Offline ToxicMonkey^MZC

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Re: Traps
« Reply #6 on: July 19, 2009, 01:31:49 PM »
Very interesting angle: traps taking damage.  I think this is probably at odds with the original intention :)  That would be like an anti-quad gun :)  I'd have to disagree with that option but fascinating that you can do stuff like that.

I know in chaos mod there were 'laser mines'.  Grenades that you throw at the wall which stick there and project a laser beam) which delivered 120 damage or whatever when a player crosses it.  These mines/grenades could be used at great effect when employed on/near  spawn pads/weapons.

This was a big issue about 5-6 years ago (when chaos was rampant) so a variable was added on a certain server (mootown server - those fucking cows get everywhere) to attenuate the time the mines were active.

I'm rambling.

I think 15-20 seconds is adequate if it can be done.

Thanks quadz for looking at this shit from your extraplanetary viewpoint.
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SpawnGirl

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Re: Traps
« Reply #7 on: July 20, 2009, 01:54:27 AM »
xatrix is xatrix....  :(
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Offline EXTERMINADER

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Re: Traps
« Reply #8 on: July 20, 2009, 11:23:39 AM »
I think if you're going to entertain the idea of limiting trap duration to anything less than 30 seconds, you should also consider limiting the damage that a rail gun delivers. It's far more frustrating for non-railers to be hammered mercilessly by the occassional pro (not Toxic Monkey), then it could POSSIBLY be for Toxic to be held in check for 30 seconds by a trap...

I think if your going to make any change to traps at all, having them take 6 rail shots would be a good compromise. This way, if Toxic is stuck in a trap all by his lonesome, we'll be sure to hear his rail shots and be able to come back and finish off the poor little poisonous monkey cat.

You know I luv ya Toxic...

EX :frustration:
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Offline SquiSHeR

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Re: Traps
« Reply #9 on: July 20, 2009, 11:40:22 AM »
 :lolsign:
very funny EXTERMINADER :D
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Offline Whirlingdervish

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Re: Traps
« Reply #10 on: July 20, 2009, 12:37:17 PM »
I'd say having the traps take 300 damage before they croak would be sufficient. (2 direct rox, 3 rails etc..)
I have shot them repeatedly trying to rj out of their effective range, and because their pull is so great it usually does not do anything but kill me before the trap does.

As is, the traps just allow some camper to create a damn near unbreakable bottleneck with exactly 0 skill, until someone runs into the thing. Most of the time they put it in the middle of a big room and it still pulls anyone using any path thru that room into it. The days of skilled players dodging your cg and throwing one in your face are long past.

Since it's not hard to "aim" a trap there should be some sort of active countermeasure like throwing nades or rockets to pop the trap, that actually requires some skill and thought.

Something like this is done in most balanced multiplayer FPS games to insure that one stupid weapon doesn't end up being unstoppable to every player regardless of their skill level.

In ETQW, if you see any type of mine(trap) you can trip them by throwing a nade close enough in their vicinity.
The person planting the trap still gets to enjoy their bottleneck while you stop to deal with the trap. With a system like that, their trap wasn't "wasted", and the trap doesnt sit there forever waiting to earn the guy a free kill while he goes and camps like a jackass on top of the trap spawn and denies anyone who is smart enough to spot the trap the routes that intersect it's placement.

Annoying trap whoring is the reason that so many regular DM players do not bother with xatrix.
There's nothing quite as boring and stupid as watching someone who cannot move or shoot well, racking up kills on the rest of the people who can, just because he/she was the first person to find where the damn trap spawn is (or is the one who made the override and thus knows before everyone else where to find it and camp).

edit: other than jumpmod of course..
« Last Edit: July 20, 2009, 12:39:10 PM by Whirlingdervish(Q2C) »
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SpawnGirl

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Re: Traps
« Reply #11 on: July 20, 2009, 01:10:22 PM »
Traps are part of xatrix!!!  :rocketleft: :rocketleft:  :raincloud: :raincloud:
no changes are necessary
 :raincloud: :raincloud: :raincloud: :raincloud: :raincloud: :raincloud: :raincloud: :raincloud:
IS XATRIX

If somebody want to play my overrides in mutant i can make mutant or DM versions, but xtarix is xatrix with traps sorry is like that
« Last Edit: July 20, 2009, 01:13:52 PM by SpawnGirl »
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Offline pantaloons

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Re: Traps
« Reply #12 on: July 20, 2009, 01:16:07 PM »
I do think some maps have too many traps, or the traps are placed right in the middle of a hallway where any random player will end up picking it up.... I kind of prefer the maps where the trap is located off in some nook or cranny where one has to go seek it out.

That said, trap avoidance on xatrix is a skill that can be learned.  (Being wary of blind corners, etc.)  It is also possible to speed jump right over/past a trap.  JQuestt is good at that.  I'm working on it, but need more practice.

Funny thing, sometimes while stuck in a trap, I get lots of frags.  So it's not as though one's weapons stop working while trapped.

I enjoy traps, the only part i don't like is being stuck in some far away corner of the map for 30 seconds away from the action.  (On the other hand, that is added incentive to learn to avoid traps!)  But anyway in that situation it might be nice to be able to shoot the trap and kill it.  ....  Hmm or maybe if you shoot it, the more it's damaged its "pull" starts to weaken?  So you can start to edge away from it, and be able to escape, but even in its weakend state it could still trap some other fool who runs blindly around a corner.  :)

« Last Edit: July 20, 2009, 01:17:46 PM by pantaloons »
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use trap

SpawnGirl

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Re: Traps
« Reply #13 on: July 20, 2009, 01:17:33 PM »
BTW It not fair play against players with 15 ping using railgun all the time :raincloud: :raincloud: :raincloud:

Sorry if you dont like traps!!!
are part of the xatrix mod and part of The Reckoning multiplayer...
I do not agree to change the traps
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Re: Traps
« Reply #14 on: July 20, 2009, 01:20:12 PM »
I do think some maps have too many traps, or the traps are placed right in the middle of a hallway where any random player will end up picking it up.... I kind of prefer the maps where the trap is located off in some nook or cranny where one has to go seek it out.

That said, trap avoidance on xatrix is a skill that can be learned.  (Being wary of blind corners, etc.)  It is also possible to speed jump right over/past a trap.  JQuestt is good at that.  I'm working on it, but need more practice.

Funny thing, sometimes while stuck in a trap, I get lots of frags.  So it's not as though one's weapons stop working while trapped.

I enjoy traps, the only part i don't like is being stuck in some far away corner of the map for 30 seconds away from the action.  (On the other hand, that is added incentive to learn to avoid traps!)  But anyway in that situation it might be nice to be able to shoot the trap and kill it.  ....  Hmm or maybe if you shoot it, the more it's damaged its "pull" starts to weaken?  So you can start to edge away from it, and be able to escape, but even in its weakend state it could still trap some other fool who runs blindly around a corner.  :)

I can change the location of some traps and delete some traps but i dont like the idea of Kill the trap... traps are part of xatrix
All the reckoning is based in "trap policy" even the maps...

Im not agree  :'(
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