The World of Layonara

NWN Discussions and Suggestions => CNR Suggestions/Discussion => Topic started by: XBlade on May 23, 2007, 05:22:18 AM

Title: Traps.
Post by: XBlade on May 23, 2007, 05:22:18 AM
Hey all,

With my character Taric, I've popped some points into set trap so I can have a bit of fun with traps (Something I've never really done in NWN).
I've found how how to make traps with tinkering, but by just looking at it making traps seems a bit too difficult.
It takes all together 6 copper ingots to make a weak trap.
It takes all together 12 tin ingots to make an average trap.
It takes all together 18 iron ingots to make a strong trap.

And so on, I think with regards to making a weak trap it's fine, but what about reducing the amount of ingots for the higher traps a bit maybe? I just feel it may take an hour trip with a party/pay a huge amount for ingots to make one trap seems a bit pointless, I feel I've wasted some points in set trap.

I know you can find minor traps in the wild on some monsters. But maybe reduce the amount a bit so traps can be a bit more common in Layo?
Taric/XBlade.
Title: Re: Traps.
Post by: darkstorme on May 23, 2007, 05:44:55 AM
This has, in fact, come up before (http://www.layonara.com/nwn-ideas-suggestions-requests/109481-layonara-trap-limiter-v-0-5-alpha.html).

The primary reason (as in the above thread) that traps are so resource-intensive is because it artificially puts a limit on trap production that prevents trap-spamming as an exploit.

The proposed system almost provides a solution, if the disarming problem is resolved - barring that, the original reasons to inflate the CNR cost remain.
Title: Re: Traps.
Post by: Serissa on May 23, 2007, 07:57:14 AM
Ferrit has found that the best way to get traps is to do a little burglary.  With enough skill, traps set for the unwary adventurer can be disassembled and carried off to use another day.
Title: Re: Traps.
Post by: XBlade on May 23, 2007, 08:25:46 AM
Oops!

I can see the RP reasons for it, and I wasn't hoping to have mass-trap creation, just to make it a tad more easier.
I like the idea about how minor traps be upgraded to bigger traps, so to speak.
Title: Re: Traps.
Post by: darkstorme on May 23, 2007, 03:34:44 PM
The problem (as you can see from the thread) is that if it were made even a little easier, someone would mass-produce them.  It's just how the crafting system works.

As mass production isn't as bad as mass-consumption, if my little gimmick worked properly, it might resolve the issue.  To that end, if you've any Toolset experience, download it and play with it.  If you can make it work, I will be delighted. (I'm still working on that one on and off myself.)
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