Survival / Mechanical Traps

willrune

Refugee
Electrical Traps have long been the realm of the intelligence tree. What about mechanical traps? These could fall under "survival" in the fortitude tree.

The spike traps are our only "mechanical" trap. Basically a trap that functions without power. They will do some damage, but are focused on crowd control. At higher stages, maybe some instance of battery + remote or wired electricity could be added. These would be low power capabilities compared to the high power of electrical traps. They mostly depend on the targets for mechanical trigger (trip wire, standing directly on it), or are activated by remote/button).
  • Wood/Iron Spikes: function as they always have, but perhaps a late stage perk will allow a percentage of experience from kills to be earned, just like with electrical traps (up to a maximum per in game hour)
  • How about a bear trap? Zombies take damage and can eventually pull free, but are stopped in their traps for at least a moment. Higher qualities have a change to dismember the foot or lower legs. Anything on all fours (naturally or because of other dismemberment) can have their other limbs potentially dismembered. At higher levels, perhaps it can be remotely reset. Like any trap it takes damage and will stop working when broken, but will be left in place until repaired.
  • A snare trap? low level uses grass fiber, mid level uses cloth, high level uses polymer or metal. When triggered, the triggering zombie can't move until they break free of it. At higher levels they will be held in place for longer and the trap has a small area of effect that could capture nearby targets.
  • Could a fire trap be set some how? maybe it consumes moltovs or gasoline and igniter as "ammo"
  • Maybe something deploys some glue, sludge, or wire that slows down zombies (but doesn't stop them) for a limited time. A small area wire fence. No damage at low levels.
  • I realize my definition makes some explosives into "mechanical traps". They would stay in the perception tree unless used as ammo for some other trap. Maybe a mine dispenser?
  • a pit trap that doesn't require a block to break and can be reset in some way
  • a dispenser that deploys meat. At low levels it just distracts the zombies, at higher levels it may contain something to poison/burn/bleed the zombies over time until the bait is consumed.
  • what about a trap that attracts animals instead of zombies? no, wait, that would undermined food survival too much.
... maybe I shouldn't come up with zombie ideas while lacking so much sleep that I may as well be a zombie myself.
 
Electrical Traps have long been the realm of the intelligence tree. What about mechanical traps? These could fall under "survival" in the fortitude tree.

The spike traps are our only "mechanical" trap. Basically a trap that functions without power. They will do some damage, but are focused on crowd control. At higher stages, maybe some instance of battery + remote or wired electricity could be added. These would be low power capabilities compared to the high power of electrical traps. They mostly depend on the targets for mechanical trigger (trip wire, standing directly on it), or are activated by remote/button).
  • Wood/Iron Spikes: function as they always have, but perhaps a late stage perk will allow a percentage of experience from kills to be earned, just like with electrical traps (up to a maximum per in game hour)
  • How about a bear trap? Zombies take damage and can eventually pull free, but are stopped in their traps for at least a moment. Higher qualities have a change to dismember the foot or lower legs. Anything on all fours (naturally or because of other dismemberment) can have their other limbs potentially dismembered. At higher levels, perhaps it can be remotely reset. Like any trap it takes damage and will stop working when broken, but will be left in place until repaired.
  • A snare trap? low level uses grass fiber, mid level uses cloth, high level uses polymer or metal. When triggered, the triggering zombie can't move until they break free of it. At higher levels they will be held in place for longer and the trap has a small area of effect that could capture nearby targets.
  • Could a fire trap be set some how? maybe it consumes moltovs or gasoline and igniter as "ammo"
  • Maybe something deploys some glue, sludge, or wire that slows down zombies (but doesn't stop them) for a limited time. A small area wire fence. No damage at low levels.
  • I realize my definition makes some explosives into "mechanical traps". They would stay in the perception tree unless used as ammo for some other trap. Maybe a mine dispenser?
  • a pit trap that doesn't require a block to break and can be reset in some way
  • a dispenser that deploys meat. At low levels it just distracts the zombies, at higher levels it may contain something to poison/burn/bleed the zombies over time until the bait is consumed.
  • what about a trap that attracts animals instead of zombies? no, wait, that would undermined food survival too much.
... maybe I shouldn't come up with zombie ideas while lacking so much sleep that I may as well be a zombie myself.
I'm all for more kinds of traps to make horde nights more interesting and horde bases more fun to create. I don't really care what kinds of traps they are, electrical or not, just so long as they aren't OP.
 
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