Door Traps
Introducing Door Traps are meant to slow players down on breaching and give purpose to the optiwand camera.
In most games the traps explode instantly. Our traps can simply pull the pin on a grenade and then kick off the order of events that already happen (pin, fuse pop, fuse burn, explode).
We could also use smokes and flashbangs as more fair ways to have traps without insta-killing the player.
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Comments3
Apr 23
PinnedHappy to announce this feature is now live in our recent update:
https://feedback.playroguepoint.com/changelog/050-early-access-major-update-is-now-live
Mar 6
PinnedWe’ve started work on this feature. Here is some temp art for door traps to help code get the feature off the ground.
Toofy
Mar 12
Traps with a fuse timer seem reasonable. One implementation for it would be to have a mix of both grenades and flashbangs, since I don’t think smoke is very disorienting to a human player or would prevent them from pushing in haphazardly. Something like tear gas could also fit the bill.
Whenever we get our modifiers, it would be interesting to see less “rudimentary” traps that can instakill. Or all traps become one certain type, traps can be all types, etc.