Olympia: Rsearch Combat From: pepper@strull.ecn.purdue.edu (Pierre H Pero) Date: Wed, 08 Feb 1995 15:04:43 +0000 > I'll start with: > Construct Deadfall One Week to learn, One to Execute > Making a trap Please No !! The Newbies seem to have enough trouble surviving as it is. ( I am a newbie that started about turn 20 and I have been "harvested" once already. So maybe I have a slanted view ) Now you want to put something in the game that would probably end up ringing Imperial City with traps !! It will make traveling / exploring that much harder. For if you enter an area that is not explicitly friendly to you, you will have a chance of falling into a trap. In short I think letting the players sprinkle the land with unmaned traps could petrify the game. Every on will grab their few lands and sit because it could become dangerous to even move. The only way it might work is if the traps had a short half life. Lets say at the end of each month there is a 50% chance that a wandering beast or peasant gets caught and the trap is destroyed. But this would probably make it to much work for a defense. Not wanting to be only a critic I reply with some other skills Fortify Camp each man day using this skill gives a +1 defensive bonus to the stack for 30 days. The man day should not be thought of as being done all at once. But represents the little bit of time used each day of the month to be a bit more cautious. This defensive plus would not be used if the stack attacks. Find Fort Site I dont know if Castles defensive values vary. I will assume they dont. A man-week using this skill is time used scouting the region for a good defensive site. You would get back a report saying you have found a +N defensive site and you can keep trying for a better site. If you build a castle, the castle would then use the best site you found in the region. The castle would then have a defensive value of 25+N. Pierre Pero pepper@ecn.purdue.edu Up