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Traps and doors
- To: crossfire (at) ifi.uio.no
- Subject: Traps and doors
- From: Tero Haatanen <>
- Date: Tue, 16 Aug 94 9:09:42 EET DST
Trapped doors and chests are nice add to crossfire but they need
still much balancing. Here is some ideas:
- match map difficulty to traps 'level'
Currently seems that even most easiest maps have sometimes
very deadly traps.
- same with poison needles and map difficulty. My 6th (or 8th)
level warrior died almost immediately after got poisoning
one of those :(.
- Players should get experience only first time when a trap
is detected. This seems more like a bug than a feature.
(Just finding a trapped door and keeping search key pressed
is little too easy way to get exp ;)
- Seems that high level players get more exp than low level
players for finding the same trap (I might be wrong about that).
Amount of exp should be depending on trap's level not players
level (work same way as getting exp from monsters).
- The failed disarm try should sometimes detonate the trap.
- Maybe players should get more experience of disarming traps?
- Is there any way putting untrapped chests and doors in the
maps? Haven't tried to overwrite a randomitems field, but
at least editor doesn't seem to support it.
- Maybe some traps should not activated if door is opened
using a key?
- Overall trapped doors seems little too common currently
although this is a good way to test them.
-Tero