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#101 2014-02-06 16:25:48

Fenrix
Member
Registered: 2014-02-05
Posts: 3

Re: Meta-Game and Common Trap Mechanics

Fire Wall - commonly used in meuseums and other secure locations. surround sections of your map with wired wall barriers, set it up so that cutting through any of these barriers triggers most of your trap system.
I do this often because, if someones actually brought cutting tools, chances are they can bypass most traps if they need to, but this method actually forces them to use up all thier saws quickly.
to to this, you put a single power source along the map perimiter and build your firewall using wired wall and cables where passage is needed, at the other end of the firewall add an inverted voltage switch and power supply which you then connect to any trap system you want to set off.

example http://castledraft.com/editor/3dUU0e

one of the only ways to bypass such a system is to short the firewalls trippable power supply. to its a good idea to wall it up good.
this can be used on both the small and large scale to punish people attempting to use the old 5 saws scouting method.

upgrades:
add wall dogs to other side of firewall
add a secondary backup trigger system
add a containment system by adding powered doors across key areas that are triggered by the firewall.
add a deadlock system that locks out all vault access if the firewall is breached.

goals - use up as many tools as possible. - secure vital areas of the house from penetration


this trap basically punishes anyone attempting to brute force the system.

Last edited by Fenrix (2014-02-07 00:24:06)

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#102 2014-02-06 17:42:13

sebastian
Member
Registered: 2014-01-31
Posts: 68

Re: Meta-Game and Common Trap Mechanics

You did wrong with the voltage trigger. It should be a inverted one. Else the trap rewards the user for bruteforcing, since bruteforcing will cut the Power to the voltage switch, which in turn will cut Power to the Electric floor.

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#103 2014-02-08 14:41:15

Blip
Member
Registered: 2013-05-07
Posts: 505

Re: Meta-Game and Common Trap Mechanics

Here's a simple trick house I've been using. It's really secure and keeps the robbers out, plus keeps my family safe. With 9 different failsafes, it's a hard nut to crack, unless you know what you're doing really well. I was hoping to extend it with a second trap but I died. tongue

http://castledraft.com/editor/5Zwmlx


Current life: Not dead, but I have no clue who I am
The Life and Times of Christopher Alvin Harris
Record: 149 Paintings!

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#104 2014-02-16 22:07:56

Americans17
Member
Registered: 2014-02-09
Posts: 80

Re: Meta-Game and Common Trap Mechanics

Blip wrote:

Here's a simple trick house I've been using. It's really secure and keeps the robbers out, plus keeps my family safe. With 9 different failsafes, it's a hard nut to crack, unless you know what you're doing really well. I was hoping to extend it with a second trap but I died. tongue

http://castledraft.com/editor/5Zwmlx

I think i saw this house! anyways i still get confused of how that electronic system works

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#105 2014-02-16 23:19:25

LiteS
Member
Registered: 2014-02-07
Posts: 167

Re: Meta-Game and Common Trap Mechanics

6OnPyvO.png

This is a very compact and effective commitment trap, as it requires the robber to either break through your walls or use a ladder to return past the button

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#106 2014-02-16 23:25:36

Pandamonium
Member
Registered: 2014-02-10
Posts: 123

Re: Meta-Game and Common Trap Mechanics

Americans17 wrote:

I think i saw this house! anyways i still get confused of how that electronic system works

without building this, as I don't remember where the "screen shifts", its based on the number of steps once the dog sees you and you walking into where the vault "should" be. If you down walk past the electric grate before the dog activates the power, your trapped.

Whilst it's very deceptive, and plays on your mind set when robbing, ("Oh dog! Run!" and "lets explore safe routes before going into commitment traps") anyone with $500 in tools is enough to totally brute force this trap.

2x drugged meats to sleep the dogs, and 3x water to give you free movement between vault and entrance.

I find this trap very smart from a psychological perspective! However from an anti-brute force perspective I would shy away from using it.

Last edited by Pandamonium (2014-02-16 23:27:37)

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#107 2014-02-17 18:11:39

Blip
Member
Registered: 2013-05-07
Posts: 505

Re: Meta-Game and Common Trap Mechanics

Pandamonium wrote:

Whilst it's very deceptive, and plays on your mind set when robbing, ("Oh dog! Run!" and "lets explore safe routes before going into commitment traps") anyone with $500 in tools is enough to totally brute force this trap.

2x drugged meats to sleep the dogs, and 3x water to give you free movement between vault and entrance.

I find this trap very smart from a psychological perspective! However from an anti-brute force perspective I would shy away from using it.

The problem I ran up against was designing the trap so that the square of cables (here:http://castledraft.com/editor/8vrecj) wouldn't pass power between each other, so that the dog hitting the button didn't pass power to the output of the button, just only to the grate. Due to screen shifts, it wasn't really possible. I bet there's a better way to do the top left electronics to compact everything and make it work, but I didn't really have time to really do multiple revisions on this design.

Instead, I'm now using a spiritual successor that includes a new trick: the corner of inescapable death. tongue


Current life: Not dead, but I have no clue who I am
The Life and Times of Christopher Alvin Harris
Record: 149 Paintings!

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#108 2014-02-21 09:26:19

redxaxder
Member
Registered: 2014-02-08
Posts: 96

Re: Meta-Game and Common Trap Mechanics

For those of you who like to put your wives at risk, there's a shotgun pincer trap that I've died to several times:

http://castledraft.com/editor/eGacLb

On entry, the robber can tell from the layout of the hallway that he doesn't have to worry about a dog cutting off his exit. So he can "safely" go take a peek around the bottom corner. A robber that does this without tools is dead. Once he wakes up the wife and the dog, the wife cuts toward the exit with a shotgun while the dog chases him. In order to dodge her shotgun at the exit the robber must leap into the jaws of the pit bull.

12 steps after sighting, the layout looks like this: http://castledraft.com/editor/Pd90an
13: http://castledraft.com/editor/1wroTC
14: http://castledraft.com/editor/GaJQE0

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#109 2014-02-21 10:24:59

MMaster
Member
Registered: 2014-02-12
Posts: 325

Re: Meta-Game and Common Trap Mechanics

I have posted this in the other thread, but I think it belongs here:

I came up with something like this in my old house:
http://castledraft.com/editor/iE3w4C

When you step on electric floors it is hard to get out. If you cut the wired wall you will be fried from the side where dog is - because you will break paradox circuit which will then start powering the electric floors from the bottom side through the wire bridge. If you cut the electric floor in front of you the electric floors behind you will not be activated but everything in front of you will be because you broke the paradox circuit. Once you move the dog will hit the button which will then activate even the electric floors from behind you. The dog also closes door in front of him so the robber really needs to get through all of the electric floors.

You can make the dogs button to be deactivated once the robber does some magic dance and you have very nice trap. You can even use the dog on some commitment trap later as when the button will be deactivated the door will not close. It is quite hard to brute force. It costs $1200 (1050 if you use wooden walls everywhere), but you can lower the price by making the dog hallway a bit smaller and removing the powered doors if not needed. I made it this way so there is no way to stop the dog from hitting the button (at least I don't know about any).


...

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#110 2014-02-21 10:35:23

colorfusion
Member
Registered: 2013-04-02
Posts: 537

Re: Meta-Game and Common Trap Mechanics

Here's a small simple sight shift trap I used to use a lot:
http://castledraft.com/editor/MAvRc1

The pitbull isn't in view until you go down then back up. When you go back up the step that you move onto the electric floor, it will turn on. Catches out a few people thinking that see where the wire is coming from and think they can just have a quick peak downwards then exit.

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#111 2014-02-22 15:51:56

jacksonblue
Member
Registered: 2014-02-22
Posts: 3

Re: Meta-Game and Common Trap Mechanics

http://castledraft.com/editor/ZIbn9M

This is what I use from the start. I would preferably replace the chihuahua with a pit bull later on.
It incoraprates 2 trap designs form this forum with a little editing.

Last edited by jacksonblue (2014-02-22 15:52:55)

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#112 2014-02-22 17:35:21

joshwithguitar
Member
Registered: 2013-07-28
Posts: 538

Re: Meta-Game and Common Trap Mechanics

jacksonblue wrote:

http://castledraft.com/editor/ZIbn9M

This is what I use from the start. I would preferably replace the chihuahua with a pit bull later on.
It incoraprates 2 trap designs form this forum with a little editing.


You can make that house a bit cheaper by getting rid of most of the power supplies:
http://castledraft.com/editor/2ZV0ey
Now at least you'll have some money to lure robbers with.

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#113 2014-02-22 18:52:34

protox13
Member
Registered: 2014-01-25
Posts: 111

Re: Meta-Game and Common Trap Mechanics

joshwithguitar wrote:
jacksonblue wrote:

http://castledraft.com/editor/ZIbn9M

This is what I use from the start. I would preferably replace the chihuahua with a pit bull later on.
It incoraprates 2 trap designs form this forum with a little editing.


You can make that house a bit cheaper by getting rid of most of the power supplies:
http://castledraft.com/editor/2ZV0ey
Now at least you'll have some money to lure robbers with.

Just make sure it's not more money than a brick and/or meat, which is the minimum to defeat this setup. Personally, I would move the chiwawa back enough to be out of brick range: http://castledraft.com/editor/MnYdnn

Last edited by protox13 (2014-02-22 19:19:44)

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#114 2014-02-23 17:29:23

jacksonblue
Member
Registered: 2014-02-22
Posts: 3

Re: Meta-Game and Common Trap Mechanics

After some modifications,this is my new house.

http://castledraft.com/editor/YI6Hfi

I fixed an electrical current that had killed me previously and now it works quite well.

Last edited by jacksonblue (2014-02-24 17:26:23)

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#115 2014-03-06 06:26:23

StefanLindskog
Member
From: Oslo, Norway
Registered: 2014-02-22
Posts: 268

Re: Meta-Game and Common Trap Mechanics

I've been using this quite simple trap:

0hcViQB.jpg

It lures curious robbers in to check the door. The cat won't turn everything on if you keep going once it spots you, so if you try the door, you could be safe - only you're not. Your best option is of course to brick the cat and leave.

A lot of robbers keep trying the button if they didn't die when the floors turned on. It makes for brilliant entertainment.


Current life: Unknown

Rotary toggle switches... Sooooo sexy.

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#116 2014-03-07 01:55:56

StefanLindskog
Member
From: Oslo, Norway
Registered: 2014-02-22
Posts: 268

Re: Meta-Game and Common Trap Mechanics

I stumbled upon this, and I'm putting it right into my house. It looks deadly, and I can't even begin to understand how it works.

5RUTysK.jpg


Current life: Unknown

Rotary toggle switches... Sooooo sexy.

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#117 2014-03-07 10:47:03

colorfusion
Member
Registered: 2013-04-02
Posts: 537

Re: Meta-Game and Common Trap Mechanics

StefanLindskog wrote:

I stumbled upon this, and I'm putting it right into my house. It looks deadly, and I can't even begin to understand how it works.

http://i.imgur.com/5RUTysK.jpg

Pretty simple, the turquoise indicator light is not conductive so it doesn't let power through.

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#118 2014-03-07 10:57:36

StefanLindskog
Member
From: Oslo, Norway
Registered: 2014-02-22
Posts: 268

Re: Meta-Game and Common Trap Mechanics

colorfusion wrote:
StefanLindskog wrote:

I stumbled upon this, and I'm putting it right into my house. It looks deadly, and I can't even begin to understand how it works.

http://i.imgur.com/5RUTysK.jpg

Pretty simple, the turquoise indicator light is not conductive so it doesn't let power through.

Wait! What?! tongue


Current life: Unknown

Rotary toggle switches... Sooooo sexy.

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#119 2014-03-07 15:29:39

Leveller
Member
From: Sweden
Registered: 2014-02-20
Posts: 106

Re: Meta-Game and Common Trap Mechanics

StefanLindskog wrote:
colorfusion wrote:
StefanLindskog wrote:

I stumbled upon this, and I'm putting it right into my house. It looks deadly, and I can't even begin to understand how it works.

http://i.imgur.com/5RUTysK.jpg

Pretty simple, the turquoise indicator light is not conductive so it doesn't let power through.

Wait! What?! tongue


Those turquoise lights is (Non Conductive) Like powered pits and electric doors.  They dont relay the electricity to adjacent blocks.

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#120 2014-03-07 15:55:50

StefanLindskog
Member
From: Oslo, Norway
Registered: 2014-02-22
Posts: 268

Re: Meta-Game and Common Trap Mechanics

I'm being ironic, sarcastic or aloof - or a dick (giant vault penis).


Current life: Unknown

Rotary toggle switches... Sooooo sexy.

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#121 2014-03-09 22:59:27

death_to_ice_cream_vans
Member
Registered: 2014-01-08
Posts: 22

Re: Meta-Game and Common Trap Mechanics

Been seeing this a bit: http://castledraft.com/editor/S3759u

You think you're safe because you're just looking around a corner, but you're actually committed once the dog sees you on the long diagonal.

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#122 2014-03-10 12:49:31

Nakula
Member
Registered: 2014-03-03
Posts: 66

Re: Meta-Game and Common Trap Mechanics

i been raking in kills with this setup. you might have seen it from me ^.^ but im sure there are others that use it

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#123 2014-03-15 20:16:44

shlam16
Member
Registered: 2014-03-14
Posts: 93

Re: Meta-Game and Common Trap Mechanics

Corridors filled with powered pits, and a ghost dog way out of reach. The only way to make it safe is to switch power sources for the pits before ghost dog kills you. But red herring buttons that kill the power, and simultaneously kill you instantly.

This is a more advanced trap technique, but highly effective.

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#124 2014-03-15 20:18:47

shlam16
Member
Registered: 2014-03-14
Posts: 93

Re: Meta-Game and Common Trap Mechanics

death_to_ice_cream_vans wrote:

Been seeing this a bit: http://castledraft.com/editor/S3759u

You think you're safe because you're just looking around a corner, but you're actually committed once the dog sees you on the long diagonal.

I personally prefer to stop any curious people from wandering up that corridor. I think this is a better design: http://castledraft.com/editor/TndEHH

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#125 2014-03-16 01:28:30

Nakula
Member
Registered: 2014-03-03
Posts: 66

Re: Meta-Game and Common Trap Mechanics

you can make both ways lethal by changing that button to a sticky switch so they die if they go up the first hall, and in the diagonal hallway putting a cat+switch that shuts off power to the first firefloor so the dog can walk through it

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