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#1 Re: Main Forum » Can you even design an interesting trap anymore? » 2014-07-12 09:26:28

Oh, i love that "family insurance policy" with the redundant power supply to the vault doors.

#2 Re: Main Forum » Blueprints » 2014-07-11 17:04:24

I realize this is a massive necro but i didn't want to open a new topic. Have you considered bringing back blueprints with the restriction that it would only contain walls? It would not unveil the inner workings of a house but would still allow you to take strategic decisions, such as potential location of the vault, where tunneling might reveal something interesting, what are clear dead ends or doggy doors (laziest house design IMHO).

Is the blueprint code still in the game source?

#3 Re: Main Forum » Can you even design an interesting trap anymore? » 2014-07-11 16:50:12

I'm not asking YOUR designs, especially not "in use ones" but if you have some clever "concepts" you would share...

Am i the only one using lights in an informative way? my last house used orange lights to conduct power to the main set of switch to signal that they where ready for input.

#4 Re: Main Forum » Can you even design an interesting trap anymore? » 2014-07-11 13:35:02

So what kind of design could you use that is interesting to crack for the robber, while not being stupidly easy?

#5 Main Forum » Can you even design an interesting trap anymore? » 2014-07-11 12:38:12

Kyrah
Replies: 9

I built my first combination lock yesterday, it was breached today, here is what i learned:

-Robbers will not bother trying to solve anything that remotely look like a combo lock.
-The complexity of your lock has nowhere as much value as the gate itself, people will not mess with the lock logic, they will just tunnel through the gate.
-Electric grates really suck to keep anyone but tool-less scouts out, apparently investing in a trapdoor as soon as possible is the bare minimum, grates for killing, trapdoors for denial.
-Combo locks have the lowest level of commitment rate.
-There is a lot of "single shot robbers" out there whose goal seems to ensure that you have to start over rather than to make themselves richer, i observed a certain robber club to death every children i had left, as well as any animals, and wrecked as much as they could, and that was long after finding my vault.


As a new player I've been mostly experimenting with designs that fit in 1000-1500$ as i rarely get enough bounties to be able to work on grander designs. But i have to admit, i have a lot of trouble designing traps that remain fair, it seems to always revolve around designing something that you can only solve if you made it.

I also tried some "open space" designs involving pitt bulls and a few strategically placed walls, but I've come to the conclusion that dogs are the worst possible investment for someone on a budget and are simply not designed for use in open layouts.
I also did some designs that involve deception, leading the robber toward what appears to be an elaborate protection system, only to put my vault in a corner of the house, unprotected, it does work, sometimes...
I've yet to play with clocks but i see very little "interesting" designs that it makes possible, only just more arbitrary meat grinders.

So far I've become my worst nightmare as none of the houses i designed are something i would enjoy robbing myself, as they offer no challenge, and by that, i mean there is nothing to challenge, it's like calling a bike lock a puzzle.

So if anyone is (still) reading, what have you made that was interesting to design and interesting for the person robbing it?

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