More ingame boobytraps?


Autonomous Prime

 

Posted

I know people will misuse the thread title, but anyways.

One thing I recall in a number of hero/superhero shows and comics is the infamous boobytrap where an item isn't what it seems or a floor tile causes a spray of fire and bullets, or a slight misstep causes a wall to close in and bring about your brutal end or a pair of walls to slide up from the floor and seperate the team.

I haven't seen a genuinely dangerous environment in the game, save for a little lava. Part of villainy is having a base rigged with tricks and deadly traps, poisonous gasses, crushing rooms that cause desperation as the team looks for a weak point in the wall to evade death, etc. I would like to see some more of that.


 

Posted

That's a neat idea


 

Posted

[ QUOTE ]
I know people will misuse the thread title, but anyways.

One thing I recall in a number of hero/superhero shows and comics is the infamous boobytrap where an item isn't what it seems or a floor tile causes a spray of fire and bullets, or a slight misstep causes a wall to close in and bring about your brutal end or a pair of walls to slide up from the floor and seperate the team.

I haven't seen a genuinely dangerous environment in the game, save for a little lava. Part of villainy is having a base rigged with tricks and deadly traps, poisonous gasses, crushing rooms that cause desperation as the team looks for a weak point in the wall to evade death, etc. I would like to see some more of that.

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During base raids, bases are like this. You can literally boobytrap them to the nines. Acid pits, pits with slow and -jump so you get stuck. Exploding mines. All sorts of stuff.

But I would love to see more boobytraps in the game. I get a kick out of the one in the Ernesto Hess TF everytime I set it off.

Likewise for the one in the STF where Aeon tricks you into entering the porter.

Good times.


 

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During base raids

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And those have worked since when?


 

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During base raids

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And those have worked since when?

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I13? I can't remember it was only recently turned off when they started trying to fix bases. You use to be able to do pick up base raids.

The PVPEC Haunted House on test was also a gigantic boobytrapped base raid. (And fun!)

But yeah haven't been able to since i13.


 

Posted

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I haven't seen a genuinely dangerous environment in the game, save for a little lava. Part of villainy is having a base rigged with tricks and deadly traps, poisonous gasses, crushing rooms that cause desperation as the team looks for a weak point in the wall to evade death, etc.

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There are some on that one Sea Witch mission v-side. Traps that just summon a pile of Controller pets on you if you get too near them. Very nifty.


Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.

 

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I haven't seen a genuinely dangerous environment in the game, save for a little lava. Part of villainy is having a base rigged with tricks and deadly traps, poisonous gasses, crushing rooms that cause desperation as the team looks for a weak point in the wall to evade death, etc.

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There are some on that one Sea Witch mission v-side. Traps that just summon a pile of Controller pets on you if you get too near them. Very nifty.

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Oh yeah the Legacy Chain seals. Totally forgot about those. The legacy Chain are so under utilized....

I should use them in a arc *runs off*


 

Posted

If booby traps ever got implemented, then the exploding piano trap would be mandatory


 

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If booby traps ever got implemented, then the exploding piano trap would be mandatory

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This.



 

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If booby traps ever got implemented, then the falling grand piano trap would be mandatory

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This.

[/ QUOTE ]fix'd


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

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This is one of the reasons why I love the Hess TF.

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Unfortunately, it is the only real booby trap in the game. I cackle everytime some dumb twitchy player runs ahead of the team to trigger it. Of course then I need to find something to do for the next ten minutes.

Well, I guess exploding enemies might count. Spawns of Nemesis Jaegers all by themselves + Nova-happy Blaster = Hours of fun.


"If you're going through hell, keep going."
Winston Churchill

 

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I haven't seen a genuinely dangerous environment in the game, save for a little lava. Part of villainy is having a base rigged with tricks and deadly traps, poisonous gasses, crushing rooms that cause desperation as the team looks for a weak point in the wall to evade death, etc.

[/ QUOTE ]

There are some on that one Sea Witch mission v-side. Traps that just summon a pile of Controller pets on you if you get too near them. Very nifty.

[/ QUOTE ]

Oh yeah the Legacy Chain seals. Totally forgot about those. The legacy Chain are so under utilized....

I should use them in a arc *runs off*

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Nooo. Talen did that and I still resent him for it.


"If you're going through hell, keep going."
Winston Churchill

 

Posted

The Finale of the Mender Lazarus is close when played one way.

It felt like one of those levels in Doom where a room would open and enemies pour out when I ran it the first time and we did a knock down fight versus the 3 EBs together.

Pull the EBs individually and its just another set of ambushes at partial health *sniff*



@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617

 

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[*] rolling boulder of death that spawns upon collecting an artifact[*] load-bearing boss that triggers a base self-destruct sequence, complete with countdown[*] one of those bombs where you have to place the cutters around one of the wires, then change your mind and decisively cut the other one with only a few seconds left on the clock


Formerly known as Stormy_D

 

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I haven't seen a genuinely dangerous environment in the game, save for a little lava.

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I'm working on something... but I don't want to spoil the surprise.

Which reminds me, now that I've figured out how to do what I wanted to do, I need to get my bottom in gear and do the rest of the arc.


 

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[ QUOTE ][*] load-bearing boss that triggers a base self-destruct sequence, complete with countdown

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We've already got that in the last mission of the Ernesto Hess TF. When you take out Archon Burkholder, you get a countdown that, if you're still inside when it hits 0, blasts you for damage on par with the exploding burning buildings.


 

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[ QUOTE ][*] load-bearing boss that triggers a base self-destruct sequence, complete with countdown

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We've already got that in the last mission of the Ernesto Hess TF. When you take out Archon Burkholder, you get a countdown that, if you're still inside when it hits 0, blasts you for damage on par with the exploding burning buildings.

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Oh. Disregard, then. I'm not much of a TF/SF guy.


Formerly known as Stormy_D