Thank you all for participating in the thread !
=>Nudge: i think your points are well made. Goes to question if traps shouldn't be completely ineffective for homins, except those pvp tagged (like Yubina suggested). Or marauders (just kidding).
=>Yubina: glue, poison, bombs, that's precisely what i had in mind (and tried to describe through the skill tree). You could even add race traits (poison traps for matis only; burn/explosion for fyros, quagmire for Rudeus, er, i mean, Trykers, and so on.
=>Dracoalt: i don't know what would be best.
Timed would counterbalance one of the points Nudge raised: you wouldn't be able to spam an area and wait for targets to fall in multiple traps if they are timed. But it might also be frustrating and make the skill too impractical to use. It's true when i thought about it at first, i pictured it as a mat source: you'd be able so see it somehow on the ground (so you or someone else won't activate it by mistake, or too bad if you're blind and still do ^^), and it would indeed disappear after a while (how long, that's the question...)
Disengaged on moving, no, that would make it useless in solo, just like linked magic.
Remained until triggered, that might be extreme, and i don't know if its doable: how would the game fare if it has to record hundreds of untriggered player traps ? Anyway, in my mind, traps could either be triggered or destroyed as someone/thing walks on it. And they could be resisted (just like magic can be resisted or a blow can be parried): beasts that slash (typically, kitins) would be resistant to glue traps, beasts with shells unaffected by ammo traps, etc.
=>Nudge: i think your points are well made. Goes to question if traps shouldn't be completely ineffective for homins, except those pvp tagged (like Yubina suggested). Or marauders (just kidding).
=>Yubina: glue, poison, bombs, that's precisely what i had in mind (and tried to describe through the skill tree). You could even add race traits (poison traps for matis only; burn/explosion for fyros, quagmire for Rudeus, er, i mean, Trykers, and so on.
=>Dracoalt: i don't know what would be best.
Timed would counterbalance one of the points Nudge raised: you wouldn't be able to spam an area and wait for targets to fall in multiple traps if they are timed. But it might also be frustrating and make the skill too impractical to use. It's true when i thought about it at first, i pictured it as a mat source: you'd be able so see it somehow on the ground (so you or someone else won't activate it by mistake, or too bad if you're blind and still do ^^), and it would indeed disappear after a while (how long, that's the question...)
Disengaged on moving, no, that would make it useless in solo, just like linked magic.
Remained until triggered, that might be extreme, and i don't know if its doable: how would the game fare if it has to record hundreds of untriggered player traps ? Anyway, in my mind, traps could either be triggered or destroyed as someone/thing walks on it. And they could be resisted (just like magic can be resisted or a blow can be parried): beasts that slash (typically, kitins) would be resistant to glue traps, beasts with shells unaffected by ammo traps, etc.