Discuss the massively-multiplayer home defense game.
You are not logged in.
make a clock race look like a magic dance. it could require racing across the electric floors to beat the clock, but people will stutter step to try to guess the dance footwork. you know, for the lolz
Maybe one day. I'm still not fond of how much floorspace a clock can wind up taking up, nor how easily they can be defeated if found. In the meantime, I'll stick with my hot-floor LoF corridor... Which unless you break behind one of the walls... is only safe to go through once, in one direction. Assuming the robber grabs the correct dog to follow behind the wall...
Well, it's still an active house, so no freebies on what you see... But I just had one that was a 2-step death (didn't think anyone would actually do that...) but yeah. Guy walks in, and then jumped in a pit.
My most recent addition has nabbed 3 people so far. Still takes waaaaaay too many steps for 'em to die past 3 right now though. Of course, there's also psyche-engineering, let's call it: I'm noticing that a lot of the people who've died to my house this life, seem to think the power source is coming from a different direction. Leading to many of them walking down the death-corridor thinking it's entirely safe to do so. Or maybe it's just because they've got nowhere else to go but to try for the safe or suicide.
Thanks for the help guys. My current house has some traps that if you break, cause you to have to use many extra tools. I guess that is anti brute force. Could you explain how to make or give an example of a psych trap? I don't get how to make a robber feel safe but still kill him.
pet/window trap setups that do nothing, or that don't affect anything nearby, but waaaay further ahead on the path. order-specific pet tags... Think of Rube Goldberg machine type things, but with traps and player movement.
Oh, and about my thoughts on clocks: too much floor space, and easily broken if found, thus disabling the entire system. Of course if you're a wiring god, there's always stashing all the components all over the place. But again, then they're likely to be even easier to break while forcing past whatever obstacle is in the robber's way. But it all still depends on what the flavor of the week is in scouting behavior, I've seen an interesting range so far.
Those who're just trying to find your vault in one go will usually get caught by the psych traps (strategic weak-wall spot with a wall-dog anyone?) from what I've seen, while those who're scouting to actually crack your traps, are more likely to find your bluffs and figure out what's really going on. Either that or I'm just waaaay to obvious with my "to-the-safe" route planning.
iceman wrote:I tend to build giant rabbit trails, while the safe is hidden behind a relatively insecure spot that nobody expects the safe to be.
I'm really looking forward to seeing how my next house is going to fare. The whole idea behind it is to kill well-tooled, experienced robbers by convincing them they're safe. One trap in particular I can't wait to see all of the death tapes- I think it's going to make a lot of people mad
How do you guys build anti brute force traps? No need to reveal your specific design, but some tips would be really appreciated. Is there any way besides a paradox circuit?
Well, as I've done them so far, they can be a bit space-consuming depending on what you want them to do in the event of someone trying to force past. The simplest would be trap doors: cut through a wired wall/short out the wrong power supply/floor and wham: open pit. But damn expensive for one tile. Back when I first started I couldn't tell you how many times I wound up dumping water on that hot floor tile, only to realize too late, that I'd just broken a pit-bull chaser LoF and ensured my imminent death (which was only likely a few more steps past anyway).
Eventually I'll stop dying to my own self-tests and actually have my dream meat-grinder of a house that I don't kill myself with...
And three saws still gets you past the door, ignoring the combo.
http://castledraft.com/editor/B3asPu
this isn't scary at all but they wont' know if they got it right until they commit and to go bak they must break it. Tons of combinations and less than 2k
Unfortunately that's paper-thin. Also not really sure what's with that hanging power supply and inverted switch leading off to nothing.
Mind you, I'm talking about deterring 2k tool loads while also only having 2k to work with. Of course I've had some of my earlier designs brute-forced in ways I wouldn't have ever tried myself, so I've been adapting my builds to compensate for what the popular tool choices seem to be.
So, like the subject asks, what's everyone's favorite (to build/use) trap type? Personally, I've been leaning towards psyche-outs and stealth commits lately. And while it's a love/hate relationship, magic-dance enable/disables.
Can I do much for <$2000, is the question?
If you start off with a 3-bit lock, maaaaybe. Depends on what it'll be turning on/off when you enter the correct combo, etc. But then you're stuck with the problem of lacking a commit-gate before the combo site, otherwise it's that much cheaper/easier for someone to try cracking the combo by trial&error. Which then of course makes brute-forcing your safe a more likely occurrence. And after stretching your starting 2k out for all the working parts, you'll likely be stuck with wood walls for a while.
Because he said harder, not impossible.
edit: Also, being that the game is "set"/themed from the early 1990's, electronic systems weren't nearly as miniaturized as they are today. And then there's the whole bit about the power requirements for some of the objects, leading to huge, bulky, house-space-eating heavily insulated wiring to keep you from zapping yourself just being near it.
It could also be DaVinci243, with hacks.
Edit: Also, I'd recommend a final commit/execute gate before your safe, to prevent anyone from being able to see if they hit he right combo 'till they move to the safe. Could be as simple as having a powered door's trigger button also trigger one final voltage gate (which if the combo was entered correctly, sends/cuts power to the final barriers as appropriate), or something more devious like a standard floor/pit LoF trap. If they bypass it (leaving it off), voila: they've just cut themselves off from the safe unless they have the tools needed to force the rest of the way. If they're already trapped behind a few stealth gates... sucks to be them.
One of the people who won the contest was a woman. Stick that in your pipe and smoke it!
^ That right there, says it all.
eppfel wrote:This cries out to make a mod...
Only mod that would attract female audiences to this game would be one that turns it into The Sims or Mario.
Please go back under whatever rock you live under.
I don't see the point. By a small edit to the right line, you can just get the maps & see the entire house.
Small things like dual accounting shouldn't really matter.
If you do that, hope you don't get caught for it; if you get caught, you can kiss your login(s) to the official server goodbye.
Going to start working on my order sensitive lock...
I shudder to think how much of the house that'll take up, even making it as compact as possible. Gonna want a lot of wall-dogs... at least I would.
Actually, interesting timing on this thread. I was having a discussion about that in this game with my mother yesterday. She noted that while subtle, it's a common alienation women find in games. And then wondered just how much larger the player base for the game might be if there was a gender option for the playable character. All this came out of me mentioning something that had happened in-game earlier in the day.
I did however explain some of the game's dev history as I'm aware of it, including the early (before my play time with the game) stage when there were only the men and otherwise empty homes with just a vault.
Though from a marketing/exposure standpoint, it still may be a detriment to Jason's sales figures. She also games a bit, though only within the casual-gaming genre, but lack of what she feels are adequate representations for her as a player will still turn her away from a game she might otherwise play/buy/spend money in (think things like farmville on facebook as what she plays usually).
Nifty. Just finished up the current dev round on my first house and current art collection on there. I like the settings from what I've seen so far, though I definitely think this will be my testing ground for the official server. On the flip side, I definitely get to indulge my build/design urges a lot easier.
No, from what I remember, when I hit the place up, it had quite a few deaths marked up.
*froths at mouth* Why did I use a freaking magic-dance trigger?!?!?!?!!?!?!?!?!?!?!?!? *cries over self-test death... again*
Was yours the place with two corridors behind doors containing three cats each, right by the entrance? I never really tried robbing it, but always wondered what exactly the cats did.
No, the house in question had a "cat&dead human" skull&bones shrine at the entrance. Couldn't miss it. Kitty combo chutes were along the far right wall.
Ugh. Worst I've lost from some cause or other so far, was a 9k start (got really lucky on a near tool-less scout that turned into payday)... Had a connection timeout that I didn't notice while building... get back in and wham: empty, robbed/slaughtered house greets me.
Most recent: was upgrading my house, adding in a new layer of codes and various death barriers. Everything's good, wiring's correct, etc, etc, etc... However right before I started the final test with live traps, I forget to close up the cat chutes... Only to discover this AFTER passing the first commit gate.... Thus locking myself between a sealed door, an angry dog, and an LoF trap... The LoF trap's power only would be switched on after sending the correct cats down their path... which of course being improperly sealed off... meant that there was no power for the trapdoor. Oh well... Next round, I'll remember not to do that.
Fyi, changes you make don't commit until you complete the self-test. If you were building from an empty house and for some reason time out or DC, that empty house is what'll appear on the list.
Offering my thoughts against this idea.
You can check your recorded games for maps.
Not everyone will take the time to record. And also not everyone will record perfectly. Leading to deathly mistakes.Auto-mapping during the robbery takes away the time pressure during a robbery. Do you spend more time mapping? Or just assume you remember the layout?
Actually, no one spends extra time on recording. Goto your game dir, and look at the "recordedGames" folder. Each text file is an entire game session. Plop the one (they're numbered) into the "playbackGames" folder, and run the client. Sadly there's no way that I know of to speed up or pause playback, but you've got a full record of everything you could see at any given time through all houses you've been in during that session. So, time spent mapping while playing can be 0... But, if you have multi-hour sessions like I do (I leave the client up so I can check my tapes, from time to time), watching the playbacks can indeed be VERY time consuming... But, there's your automap feature.
I'm still not entirely sure how the auto-ignore functionality really works. I've had it ignore a house I've only looked at twice, while others will stay there, even though I wind up poking my nose in several times because I'm still not that great at remembering to track the house name.