Just a small change, but an important one for most factions.
Throw has been changed so that there are certain traps that have a chance of triggering if somebody is thrown into a square containing them. The traps that stand a chance of being set off when somebody is thrown onto them are: security cams, sensor alarms, sensor turrets, shrapnel bombs, and proximity mines. Basically, any trap that cannot be logically avoided by simply jumping over a wire or a rigged floor tile has a chance of being set off by the motion of throwing somebody over it. All other traps will be avoided with 100% success if thrown over them.
The chance of setting the trap off is mostly random, because unlike stepping into the square, a thrown individual has little control over avoiding a sensor. Cameras will always spot the movement, but sensor alarms might not. The quality of the trap still comes into play, however.
If you throw somebody into a trap and it sets off, it counts as an attack. Until the thrown individual moves (or the day changes) you will then be unable to attack or throw them again. This is so that you can't just lay down hundreds of traps all around an apartment and play catch with somebody until they are dead, as fun as that might seem. Throwing somebody who doesn't set off a trap as a result, however, is not counted as an attack, so you can throw them many times.
The change was made with realism in mind.
Changes to Traps and Throw
- Mooncalf
- Administrator
- Posts: 4547
- Joined: 17 Mar 2011, 12:20
Changes to Traps and Throw
- Mooncalf AKA David AKA Moonie
- Founder and creator of Path of the Vampire
- Founder and creator of Path of the Vampire