Author Topic: Motion Sensor Traps  (Read 5679 times)

BG Sexpert

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Motion Sensor Traps
« on: October 02, 2014, 03:04:27 AM »

I think it would be awesome to be able to place traps that show player movement on the cheapboy map.

The radius of the trap that shows the player should be dependent on Trap skill and the difficulty for other players to see the trap could be based off sneak.

This could be super useful for ZC. You could even include a Sensor Jammer item, that a player can carry to hide themselves.
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Myakot

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Re: Motion Sensor Traps
« Reply #1 on: October 02, 2014, 04:21:00 AM »

You know that that's in the game right? They are called Sentries if I remember correctly.
AFAIK they were disabled due to the server lag and are being fixed.
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The Brazilian Slaughter

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Re: Motion Sensor Traps
« Reply #2 on: October 02, 2014, 04:53:10 AM »

Won't this make the sneaker-scout role useless, tho?
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dillinger

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Re: Motion Sensor Traps
« Reply #3 on: October 02, 2014, 05:25:31 AM »

my suggestion - Radiowave trap-detector - "Stealth foe", were produced in the same place where stealth boy, but it was more secret research


radius - 30 hex
work - from player inventory and works if you put on the floor
working time - 30 real minutes(can recharge like stealth boy )
effect - all sneakers with stealth boy are visible in radius 30 hex

optional:
can crafting from 1 stealth boy, 1 radio
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Myakot

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Re: Motion Sensor Traps
« Reply #4 on: October 02, 2014, 05:34:10 AM »

30 hex-range will be the bane of sneakers existance, for what.
This item will destroy a "scout\spotter" role.
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dillinger

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Re: Motion Sensor Traps
« Reply #5 on: October 02, 2014, 05:40:20 AM »

30 hex-range will be the bane of sneakers existance, for what.
This item will destroy a "scout\spotter" role.

do not take it to heart,I wanted to write a 300 hex, but I forgot to write one 0, booom ;D
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baskila

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Re: Motion Sensor Traps
« Reply #6 on: October 02, 2014, 06:43:54 AM »

30 hex-range will be the bane of sneakers existance, for what.
This item will destroy a "scout\spotter" role.
Like if they couldn't see further than 30 hex?
Sneaker role should be surveillance and intel gathering. They are welcome to scout outside of the 30hex range if they don't want to be detected.
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Myakot

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Re: Motion Sensor Traps
« Reply #7 on: October 02, 2014, 06:54:56 AM »

30 hex-range will be the bane of sneakers existance, for what.
This item will destroy a "scout\spotter" role.
Like if they couldn't see further than 30 hex?
Sneaker role should be surveillance and intel gathering. They are welcome to scout outside of the 30hex range if they don't want to be detected.
Have you read carefully his post? REVEAL SNEAKERS IN 30 HEX RADIUS. (and you can put it on the floor, so how can you possible be scoutingt then?)
Which basically means you place 5-6 of those on the map and sneakers are completely useless and they won't be able to disarm those sensors, that's complete bullshit.
« Last Edit: October 02, 2014, 07:00:06 AM by Myakot »
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dillinger

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Re: Motion Sensor Traps
« Reply #8 on: October 02, 2014, 07:21:57 AM »

30 hex-range will be the bane of sneakers existance, for what.
This item will destroy a "scout\spotter" role.
Like if they couldn't see further than 30 hex?
Sneaker role should be surveillance and intel gathering. They are welcome to scout outside of the 30hex range if they don't want to be detected.
Have you read carefully his post? REVEAL SNEAKERS IN 30 HEX RADIUS. (and you can put it on the floor, so how can you possible be scoutingt then?)
Which basically means you place 5-6 of those on the map and sneakers are completely useless and they won't be able to disarm those sensors, that's complete bullshit.

ok, you right, 29 hex radius ;)
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Nunn

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Re: Motion Sensor Traps
« Reply #9 on: October 02, 2014, 11:00:50 AM »

Make a sensor trap that detects sneakers within a certain radius based on conditions, something like:
Weight: If a character is over a certain amount of weight they will be discovered, like if they are carrying heavy weapons and so forth.
Movement: maybe less workable but if a stealther is running it will detect but walking it wont.
Stealth level: higher steal level will reduce the chance of setting it off
<insert other conditions here>

Could also have the character visable to only those with sight range on the trap, though maybe it will set of an alarm when triggered to the person who put it there.
Combined with the alarm thing, allow the trap to be shot or disarmed by the sneaker if detected or set off, this could allow a sneaker with trap skills to get to it and disarm it without setting it off or kill the alarm before it gets too much attention.
« Last Edit: October 02, 2014, 11:02:36 AM by Nunn »
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The Brazilian Slaughter

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Re: Motion Sensor Traps
« Reply #10 on: October 04, 2014, 12:41:06 AM »

I prefer my motion sensor idea, where you get a motion sensor item, use and then a fallout-ish map pops out showing the area and people moving around (like the motion sensor in the original fallouts) and your character can't do anything else at the time. The idea is to simply detect movement, no further identification. X-COM (the original, not the travesty remake) had a similar device, and the more something moved on it, the bigger it showed.

What is that red dot moving across the map? Sneaker? Looter? Critter? Scav? Teamate? Its up to you to identify!
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S.T.A.L.K.E.R

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Re: Motion Sensor Traps
« Reply #11 on: October 04, 2014, 12:52:25 AM »

I suggest something that tells you non-faction members numbers.

Example, I place down 1 of these traps and arm it. 5 minutes later my trap tells me there are 10 non-Vtec players around the trap. something like this instead of showing enemy location
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