Ah, might as well drop some spoilers.
Here's what I've been working on regarding to traps / explosives.
I've been experimenting with dynamic wall destruction. It can happen but the hurdle I have ATM is the graphics. What I have done so far is simply the removal of the blocking tile which looks horrible. blown out walls are actually 3 different sprites: 2 sides of the wall and the impact area. This means each wall tileset has to have their own graphics if I want to do this nicely. I will probably not support all walls being destructible but I instead of saying I was lazy, we can say that certain walls are harder.
This also ties in with dynamic walls I've also been toying with... that's another story though.
The other thing I wanted to do was IED's that will be created by using traps on excess ammunition. Basic create cheap traps ( or the base crafting materials ) out of all that excess ammo.
I've also been working with the idea of chaining explosives such that you have the explosive payloads which require a triggering mechanism to detonate. For example: you line a whole road with explosive charges and then 1 triggering device such as a trip wire which will trigger the first explosive charge that will cause a chain reaction of explosion. This sure sounds fun but probably really annoying to play against
, so this is something that needs to be balanced for fun.
I will probably split the trap design into two categories:
Combat explosives, for wall / door destruction, easy to pull off and viable to use during combat situations
and
Defensive Traps, which involve a huge setup time and generally only viable once ( probably the next best griefing tool next to sneak waki ).
As for grenades, I've had this chaff grenade added for awhile that has a huge AOE radius which will be used to catch sneaks. Tear Gas, which is just a variant of mustard gas that will disorient everyone in it instead of poison. The plasma grenade needs help. Also debating if I should let you throw nades while running as a free action.