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Trapping system


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#1
B1gBadDaddy

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Post here any ideas you have for the trapping system being developed. It has already been discussed at length in the Ideas & Suggestions topic, so feel free to carry it on here!

As I think of new ideas I'll post them here for discussions, if I don't want to keep them a surprise ;)


Info for initial release of the feature

Will be brought together in a nice list soon.

Edited by B1gBadDaddy, 11 June 2014 - 06:26 PM.


#2
phellen

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B1gBadDaddy 33 kudos 1240 posts
"Yep that sounds good mate. Perhaps I can create a sort of exploration quest for trapping, similar to how the hunting challenges work, with the goal of trapping in every region. At least that way the player will experience it, rather than just reading in a book what the areas are."


I agree, this would definitely be the better way to go. It's fun, it's interesting, and it adds depth to the game-play in that the player gets to actually experience all the different region types in Skyrim, while he/she is also learning how to trap. Also I think that having an "exploration quest" as an initial guide for trapping would make the player feel like he/she is progressing immediately. Great idea!


#3
B1gBadDaddy

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I'm still hoping to develop different trap types that work for catching different animals, but with the way my system is being created I'm having to stick to a single trap object script for my main handler system. I think i should be able to accomplish it, having for example a trap designed for rabbits.

The main trap object, which can trap pretty much anything based on what bait the player uses, is the bear trap model.

#4
phellen

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In response to post #14907811.

I think at first, having just the one type would be fine. Most predator traps, in real life, look similar to the main bear trap found in the game, so that would be a good general trap to start with ... but I agree, eventually It would be cool to have different trap types that are tailored toward different animals because it's more realistic, especially when it comes to trapping the smaller or very large prey. The rabbit trap you've already created looks great, and here's a few more ideas for future trap types...

1. A rope trip attached to a cage w/ a gate that shuts upon tripping the rope (player would need iron ingots and leather straps to create this)
2. A tar pit or large hole in the ground for a mammoth trap (player would need a shovel & some dwarven oil to create the trap)



#5
B1gBadDaddy

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So going off what we were discussing in Ideas & Suggestions, there will be a number of outcomes that will hopefully teach the player how the main mechanics works. Bait that works in some places but not others will not prevent the player from trapping, but they will unknowingly fail and hopefully learn why. Bait that wont ever work, like an axe, will be returned to the player and a notification basically saying "Not acceptable". In case I haven't mentioned it, bait is added to the trap like adding something to a chest.

So here's how the general trapping outcome will go.

If the bait works in the current region, bait will be True. Calculations will determine whether the trap itself is successful, regardless of bait, so trap will be True either way. Whether an animal is trapped requires both factors to be True. So...

If bait is true (works in region), but trap success is false, then the trap fails but the bait will be gone. Meaning the bait works in that region, but try again or improve chance calculation and or skill.

If bait is false (doesn't work in region) but trap is true, the trap fails with no catch.

If bait is false and trap is false, nothing happens and bait remains.

If bait is true and trap is true, bait will be gone and an animal will be found on top of the trap.

Whether the animal is dead or not depends on the trap quality, and the level of the animal. It may just be in a wounded state, or perhaps ran off leaving a blood trail. Other cool things might happen here though, like a small chance of catching a human by mistake, or a hunter stealing your kill leading to a small side quest. Possibilities are endless :)

Edited by B1gBadDaddy, 25 May 2014 - 09:31 PM.


#6
B1gBadDaddy

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Do you think it would add an extra layer of unnecessary complication to trapping if i set population limits for animals in each region? For example successfully trapping 10 bears in a short space of time means you wont trap any other bears again for a period of time?

#7
B1gBadDaddy

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In response to post #15078941.

Or lets say i set a value of 30 bears for the rift. When you trap one, that number becomes 29, and it takes 2 weeks in-game time for that number to increase again.

Edited by B1gBadDaddy, 26 May 2014 - 04:10 PM.


#8
B1gBadDaddy

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In response to post #15078941. #15079011 is also a reply to the same post.

I could even extend it to hunting so a kill counts towards that number. Guild members could comment when the numbers go low, saying things like "I haven't seen many Sabre Cats across the Tundra for a while."

#9
B1gBadDaddy

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Hows about setting a trap outside of an animal den? It would only look to trap the animal that's inside it, and would be one way of completing a hunt contract if an animal is inside its den. The kill would obviously count as the player's, and would add an extra option for completing such contracts.

Its also likely that the trapping skill falls under Path of the Ranger, as it isn't exactly direct hunting (which is more about combat), so this could be the birth of that play style in my mod :) Thoughts?

Path of the Ranger

#10
phellen

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In response to post #15078941. #15079011, #15097591 are all replies on the same post.

This is good, I think that having limits might also be a good way to ensure that there is variation in the types of animals/creatures trapped/hunted, especially in the case where some general bait types attract multiple types creatures. Example: Venison = bears or wolves or sabertoot, or fox, etc....

Edited by phellen, 28 May 2014 - 10:15 PM.





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