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> Plot, Continuing from Ideas.
bulmabriefs144
post Sep 30 2012, 07:57 PM
Post #61


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QUOTE (Sparrowsmith @ Sep 27 2012, 07:05 AM) *
I don't know about having those kind of traps. It's an ultra-modern facility, after all, the traps there will probably be more along the lines of electrified floorboards than boulders. Sound barriers instead of spikes... You get the idea.


I was thinking more along the lines of automated crushing walls/ceilings that extend spikes.

There should be some traps you have to wait out (laser traps), some you have to sneak past (sound barriers), some you have to rush past (elecrified panels), and some that require memory/problem solving.

Boulders I was thinking as triggered as part of a plate or something, just as a sort of deal where you have to backtrack since something's chasing you (dodging previous traps). And modern equivalent would do (launching titanium arrows or missiles for instance).

People build traps as a deterrant, brutality or civilization isn't such an issue as effectiveness in this regard. A good water trap would be nice, one where you have to drain water from a room before it becomes head deep.


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Sparrowsmith
post Oct 2 2012, 07:26 AM
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The problem is practicality.
To be sufficiently threatening, a boulder has to be pretty heavy, and that could cause damage to the facility. A sufficiently high tech society can bolt doors shut, electrify areas, alter temperatures/pressures, blind/deafen intruders, release toxic gases, fire turrets, etc.
As I said with the pressure thing. If you have pressure pockets, then you have to wait for it to equalize. Rapid depressurization will turn a person inside out in a split second. That's an incredibly good method for slowing people down, because no one would ever rapidly depressurize a room.
Much more effective than a boulder.

While they wait for the room the equalize, the player goes to layer 2 and has to stop the turrets from firing by messing around with the code (more puzzles and battles).

I just feel like boulders and spikes are outdated.


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bulmabriefs144
post Oct 2 2012, 04:56 PM
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I'd like something that chases you and you have to backtrack. Something that makes you worry about getting trapped by something again. Mebbe a flamethrower shooting fire at you? The trick to this whole puzzle, is at some point rather than running all the way back and headlong into danger, you have to sharp right turn into a side corridor. The toxic gas might also work, if it was some sort of mist cloud that spread out.

Also, maybe there was steam vents that spray hot air and stun you, burn you, or push you into things (not sure).

Basically all types, the point being they should require a wide range of approaches. Some will force you to rush like hell, and some will make you wait. Some are a combination, forcing you to act quickly but according to a rhythm.And some aren't about timing at all but problem solving.

This post has been edited by bulmabriefs144: Oct 2 2012, 04:57 PM


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Sparrowsmith
post Oct 3 2012, 02:39 AM
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I see.

What if the corridor is lined with plates of metal, and they fire bolts of electricity in rhythm? So the sparks will chase the player away from the door and towards the alcove. The alcove could be a maintenance hatch that's built in so the trap can be fixed if it breaks.


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bulmabriefs144
post Oct 3 2012, 01:23 PM
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That's sounds okay. Although the first one should be auto-evented, so the character steps (or gets zapped) backward instead of past the trap.

If they miss that alcove though, another auto-event starts and something else chases them directly towards old traps (easy gameover cutscene). So it's a sort of "Run for your life!!!!" followed by a midway point "STOP!!!!" for extra sadism.


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