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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.

Status: Completed3 comments

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Comments3

  • Josh Hubi changed status to Completed
    Team•

    Apr 23

    Pinned

    Happy to announce this feature is now live in our recent update:

    https://feedback.playroguepoint.com/changelog/050-early-access-major-update-is-now-live

  • Josh Hubi changed status to In Progress
    Team•

    Mar 6

    Pinned

    We’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.