(active) Trapping
Posted: Sat Jul 20, 2013 9:07 am
With the new "smaller animals flee" rather than fight update, I was thinking it'd be nice if there was a type of active hunt and trapping mechanism, such as setting and arming a lockblade trap prior to hunting, triggering an automatic trapping (based on players trapping skill). This would lock said scared animal into the room for at least a few rounds of combat, allowing the hunter an actual shot at killing the target without wasting round after round chasing after them and hoping to score a proper hit/kill.
Example: Zeel hides, arms, and sets a lockblade trap in a forest room, and hunts until a deer appears. Normally, when Zeel reveals himself when attacking, the deer will automatically flee the room. However, because there is an active hidden lockblade trap and the deer is in combat with Zeel, the deer triggers the lockblade trap (% chance) and is rooted, allowing Zeel to kill the deer or at least wound it enough to provoke it into combat. Zeel gets bit in the eye and subsequently dies of bleeding, but at least he tried.
Example: Zeel hides, arms, and sets a lockblade trap in a forest room, and hunts until a deer appears. Normally, when Zeel reveals himself when attacking, the deer will automatically flee the room. However, because there is an active hidden lockblade trap and the deer is in combat with Zeel, the deer triggers the lockblade trap (% chance) and is rooted, allowing Zeel to kill the deer or at least wound it enough to provoke it into combat. Zeel gets bit in the eye and subsequently dies of bleeding, but at least he tried.