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Traps and doors



Trapped doors and chests are nice add to crossfire but they need 
still much balancing. Here is some ideas:

  - match map difficulty to traps 'level'
    Currently seems that even most easiest maps have sometimes
    very deadly traps.

  - same with poison needles and map difficulty. My 6th (or 8th)
    level warrior died almost immediately after got poisoning 
    one of those :(.

  - Players should get experience only first time when a trap 
    is detected. This seems more like a bug than a feature. 
    (Just finding a trapped door and keeping search key pressed
    is little too easy way to get exp ;)

  - Seems that high level players get more exp than low level
    players for finding the same trap (I might be wrong about that). 
    Amount of exp should be depending on trap's level not players
    level (work same way as getting exp from monsters).

  - The failed disarm try should sometimes detonate the trap.

  - Maybe players should get more experience of disarming traps?

  - Is there any way putting untrapped chests and doors in the
    maps? Haven't tried to overwrite a randomitems field, but
    at least editor doesn't seem to support it.

  - Maybe some traps should not activated if door is opened 
    using a key?

  - Overall trapped doors seems little too common currently
    although this is a good way to test them.

 -Tero