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 Post subject: Awareness - Snare detection?
PostPosted: Tue Aug 21, 2007 2:17 pm 
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Joined: Fri Mar 01, 2002 4:00 pm
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Location: Floating in Previous Player Ether
I was thinking about some way to make this more than just getting the willies when someone's in the room you can't see - what about giving barbs the ability to be Admiral Ackbar, and detect traps laid by scouts? It wouldn't automatically give the location, but it'd be a passive range thing, and would fire off a warning: "You sense that there's something not right about your surroundings." whenever you're in skirmish range of a snare.


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PostPosted: Tue Aug 21, 2007 3:25 pm 
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That does sound cool. But do barbs need this kind of boost?


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PostPosted: Tue Aug 21, 2007 3:37 pm 
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People are going to hate me for saying this - but while I can't say that barbs need the boost - since I haven't played one in a while - I will suggest that snare needs that kind of wimp. Sure, you can make everyone fly if they want to get around it, but there really SHOULD be at least one sort of person - if not other scouts themselves, that can sort of pinpoint where they are. As of the moment, there's no way to in specific, or even vaguely tell where the are, or how many there are. There's no way to counteract it OTHER than the magical way of flight.


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PostPosted: Tue Aug 21, 2007 3:51 pm 
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Actually, I'm in favor of this ability going to anyone with awareness and snare both. So, barbs and scouts together. The barb is explained by the fact that they have "supernatural awareness" and can sense the danger of moving into a snared area, and the scout is trained to make snares and therefore could spot someone else's snare.


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PostPosted: Tue Aug 21, 2007 4:09 pm 
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I'm for it. I also would like to see some directional specifics when you hear a snare go off.

Right now you can hear snares go off for quite some distance and you have no idea where it happened.

Maybe something like, you hear the sound of a snare being set off to the northeast.

just a vague general direction would be nice.


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PostPosted: Tue Aug 21, 2007 4:14 pm 
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I like the directional echo as well, but foresee problems with it. In some common instances, that would actually be a major buff to snare, as opposed to the nerf that is apparently necessary.

Right now, if a scout sets up a series of snare traps all around and sits waiting for someone to walk into them, the scout has to spend time going around to each snared location to see which one was tripped. With the directional echo, that would void that necessity and make it far easier for the scout to ambush all and sundry.


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PostPosted: Tue Aug 21, 2007 10:51 pm 
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Great ideas. And I would give it to scouts as well. Right now no-one but the scout who set them knows how many snares are where. Just as GL said, there is no skill in the game to COUNTER the snare skill.


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PostPosted: Tue Aug 21, 2007 10:55 pm 
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It's actually a double edged sword OA.

It will also aleart everyone -else- the general direction of the snares.

I played as a scout for a loooong time and you wouldn't believe the number of times random wildlife will just wander into your snares. Also everytime you screw up setting them they go off and you end up snaring yourself quite a bit.

An echo would alert people that there are snares about and that someone is setting them.

Scout would have to be more careful.


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PostPosted: Wed Aug 22, 2007 5:46 am 
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Hm. Hadn't considered the self-snare effect of failing. I never used snare that much on my scout. Yeah, with that in mind the directional echo doesn't seem like such a buff.

I can see the code being a little tricky to work out, but it would probably be worth it in the long run.


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PostPosted: Wed Aug 22, 2007 5:45 pm 
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In the wilderness it might be possible to calculate the direction to the snare that has gone off. But that would be really difficult in a regular area, if not impossible, since there is no grid and no guarantee that the distance between rooms is to scale.


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