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#126 2014-03-18 19:05:22

Killer Mosquito
Member
Registered: 2014-02-28
Posts: 53

Re: Meta-Game and Common Trap Mechanics

shlam16 wrote:
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


That's beatable though. You can walk back and forth to toggle the switch to where the dog actually kills itself.  It's how I lost my dog Fluffy in a robbery smile


Unknown.... thanks Blip
Unknown again because I thought I'd go on a no-tool revenge run on Blip.  Silly me........
Never risk what you aren't willing to lose.
Be willing to lose everything.

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#127 2014-03-18 23:55:11

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

Re: Meta-Game and Common Trap Mechanics

here is the best iteration IMO http://castledraft.com/editor/tQMjAB

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#128 2014-03-19 04:11:08

TheSquashedOrange
Member
Registered: 2014-02-23
Posts: 16

Re: Meta-Game and Common Trap Mechanics

Killer Mosquito wrote:
shlam16 wrote:
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


That's beatable though. You can walk back and forth to toggle the switch to where the dog actually kills itself.  It's how I lost my dog Fluffy in a robbery smile


Eh, personally I always took the view that anyone who was smart enough to do something like that wouldn't be dumb enough to get caught in a commitment trap like that in the first place tongue.

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#129 2014-03-20 21:20:14

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

Re: Meta-Game and Common Trap Mechanics

or just use my method

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#130 2014-03-20 22:26:21

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

Re: Meta-Game and Common Trap Mechanics

Nakula wrote:

or just use my method

Or, you know, not. A robber can make the wrong decision in your method and still escape alive for the measley cost of a meat. That's $100. Or if they don't walk up the path initially, but instead scare the cat it only costs a meat, a water and a brick to escape - still only $350. Either that or they can just avoid it entirely for free, not get committed, not die, and not give you their bounty.

Here is an expansion of the best variety. If they are clued in to the corner trick then they would be smart enough to avoid it. This is where the powered doors come in. They figure it is safe to stand on the button because they can always just flee, how wrong they are. The panic button in front of the door keeps the dog blocking their exit. No 2k robber could afford to circumvent this.

http://castledraft.com/editor/YBnaXi

For anyone wanting a starter house using this technique, just get rid of the second dog, get rid of the powered doors, get rid of the steel, scale back to 2 thick walls. This brings the price down to $820. Leaving plenty for extra defenses once they are committed and can not escape without over $900 in specific tools.

http://castledraft.com/editor/vs4mfJ

Bases are supposed to trap robbers. Even better if they don't realise they have even committed until it is too late. Your method doesn't force commitment and even if they fall for it, it is super cheap to escape.

Last edited by shlam16 (2014-03-21 03:23:23)

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#131 2014-03-21 03:21:31

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

Re: Meta-Game and Common Trap Mechanics

Killer Mosquito wrote:
shlam16 wrote:
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


That's beatable though. You can walk back and forth to toggle the switch to where the dog actually kills itself.  It's how I lost my dog Fluffy in a robbery smile

This is true, I employ a system where the dog steps on a sticking switch and disconnects a trigger switch. I was just highlighting the cheapest way possible.

Edit: See my updated post just above this one. It just costs $100 more which can hurt starter homes.

Last edited by shlam16 (2014-03-21 03:24:25)

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#132 2014-03-21 04:13:39

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

Re: Meta-Game and Common Trap Mechanics

slightly edited version of mine. the dog is out of range of meat now if you go up first path. so now first corridor kills you unless u have cutters or saw, and 2nd corridor commits you unless you have 5 bricks or a gun. http://castledraft.com/editor/dmPbvj

Last edited by Nakula (2014-03-21 04:16:42)

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#133 2014-03-21 04:57:36

TheRealCheese
Member
Registered: 2014-01-25
Posts: 349

Re: Meta-Game and Common Trap Mechanics

This is a brilliant evolve from the basic corner trick, I applaud you sir. I wish I had thought of it. I am currently employing a trap I have seen nowhere else and do not wish to share it quite yet, but I am quite proud of myself for it.

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#134 2014-03-21 16:25:58

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

Re: Meta-Game and Common Trap Mechanics

TheRealCheese wrote:

This is a brilliant evolve from the basic corner trick, I applaud you sir. I wish I had thought of it. I am currently employing a trap I have seen nowhere else and do not wish to share it quite yet, but I am quite proud of myself for it.

I haven't seen the trap but it's fucking awesome!


Current life: Unknown

Rotary toggle switches... Sooooo sexy.

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#135 2014-03-21 17:45:00

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

Re: Meta-Game and Common Trap Mechanics

StefanLindskog wrote:
TheRealCheese wrote:

This is a brilliant evolve from the basic corner trick, I applaud you sir. I wish I had thought of it. I am currently employing a trap I have seen nowhere else and do not wish to share it quite yet, but I am quite proud of myself for it.

I haven't seen the trap but it's fucking awesome!

Unless I'm missing something, won't the sticking plate just keep the floors powered and kill the dog?

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#136 2014-03-21 17:47:36

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

Re: Meta-Game and Common Trap Mechanics

colorfusion wrote:
StefanLindskog wrote:
TheRealCheese wrote:

This is a brilliant evolve from the basic corner trick, I applaud you sir. I wish I had thought of it. I am currently employing a trap I have seen nowhere else and do not wish to share it quite yet, but I am quite proud of myself for it.

I haven't seen the trap but it's fucking awesome!

Unless I'm missing something, won't the sticking plate just keep the floors powered and kill the dog?

You are correct, I just realised I forgot to change that. A simple fix.

http://castledraft.com/editor/7rsBH3

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#137 2014-03-21 19:53:38

Killer Mosquito
Member
Registered: 2014-02-28
Posts: 53

Re: Meta-Game and Common Trap Mechanics

shlam16 wrote:
colorfusion wrote:
StefanLindskog wrote:

I haven't seen the trap but it's fucking awesome!

Unless I'm missing something, won't the sticking plate just keep the floors powered and kill the dog?

You are correct, I just realised I forgot to change that. A simple fix.

http://castledraft.com/editor/7rsBH3


The only issue with the panic button is that it holds the dog back.  If the robber wanted to escape, the panic button would keep the dog back so the robber could get one square away and club the dog.  $200 to escape that trap.


Unknown.... thanks Blip
Unknown again because I thought I'd go on a no-tool revenge run on Blip.  Silly me........
Never risk what you aren't willing to lose.
Be willing to lose everything.

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#138 2014-03-21 21:08:31

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

Re: Meta-Game and Common Trap Mechanics

Killer Mosquito wrote:
shlam16 wrote:
colorfusion wrote:

Unless I'm missing something, won't the sticking plate just keep the floors powered and kill the dog?

You are correct, I just realised I forgot to change that. A simple fix.

http://castledraft.com/editor/7rsBH3


The only issue with the panic button is that it holds the dog back.  If the robber wanted to escape, the panic button would keep the dog back so the robber could get one square away and club the dog.  $200 to escape that trap.

Hmm fair point. I forgot that you could stand next to a dog on a panic button. Could make that whole corridor steel/concrete and time it so the dog is spaced so that it is unclubbable (did I just make up that word?).

http://castledraft.com/editor/XgXpnt

Something like this could be nasty. If the player toggles the door open then when they come back down the dog will head straight for them. If the player toggles the door closed then the dog will be held in front of the door in much the same way as the panic button, but when they open the door again they can't club it.

Last edited by shlam16 (2014-03-21 21:12:35)

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#139 2014-03-22 07:57:14

Killer Mosquito
Member
Registered: 2014-02-28
Posts: 53

Re: Meta-Game and Common Trap Mechanics

shlam16 wrote:
Killer Mosquito wrote:
shlam16 wrote:

You are correct, I just realised I forgot to change that. A simple fix.

http://castledraft.com/editor/7rsBH3


The only issue with the panic button is that it holds the dog back.  If the robber wanted to escape, the panic button would keep the dog back so the robber could get one square away and club the dog.  $200 to escape that trap.

Hmm fair point. I forgot that you could stand next to a dog on a panic button. Could make that whole corridor steel/concrete and time it so the dog is spaced so that it is unclubbable (did I just make up that word?).

http://castledraft.com/editor/XgXpnt

Something like this could be nasty. If the player toggles the door open then when they come back down the dog will head straight for them. If the player toggles the door closed then the dog will be held in front of the door in much the same way as the panic button, but when they open the door again they can't club it.

One possible advantage to the panic button: Depending on the construction of your house, if you use the panic button and your house is robbed then your house would become a one step death trap if your into that kind of thing.


Unknown.... thanks Blip
Unknown again because I thought I'd go on a no-tool revenge run on Blip.  Silly me........
Never risk what you aren't willing to lose.
Be willing to lose everything.

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#140 2014-03-22 13:00:16

Garinoth
Member
Registered: 2014-02-26
Posts: 17

Re: Meta-Game and Common Trap Mechanics

Hello, I don't usually post much, but I always read everything tongue.

I've been following this discussion and I see one problem with that trap, wouldn't the dog get stuck in the breaker circuit while trying to chase you? you can step out without even seeing the dog! Maybe I'm wrong and I fail to understand pet mechanics hmm

Edit: spelling

Last edited by Garinoth (2014-03-22 13:01:03)

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#141 2014-04-01 19:36:17

Killer Mosquito
Member
Registered: 2014-02-28
Posts: 53

Re: Meta-Game and Common Trap Mechanics

Garinoth wrote:

Hello, I don't usually post much, but I always read everything tongue.

I've been following this discussion and I see one problem with that trap, wouldn't the dog get stuck in the breaker circuit while trying to chase you? you can step out without even seeing the dog! Maybe I'm wrong and I fail to understand pet mechanics hmm

Edit: spelling


If you're talking about the dog at the top, then no.  It'll hit the sticky toggle switch, which cuts power to the electrical floor.  The dog can then travel all the way to the bottom to cut off a robber trying to escape.


Unknown.... thanks Blip
Unknown again because I thought I'd go on a no-tool revenge run on Blip.  Silly me........
Never risk what you aren't willing to lose.
Be willing to lose everything.

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#142 2014-04-02 01:52:33

PsyBlade
Member
Registered: 2014-03-17
Posts: 49

Re: Meta-Game and Common Trap Mechanics

Look again. Yes it would trigger the breaker circuit, but then it would be stuck in that very circuit (regardless of robbers moves even).

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#143 2014-04-02 09:57:44

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

Re: Meta-Game and Common Trap Mechanics

Garinoth wrote:

Hello, I don't usually post much, but I always read everything tongue.

I've been following this discussion and I see one problem with that trap, wouldn't the dog get stuck in the breaker circuit while trying to chase you? you can step out without even seeing the dog! Maybe I'm wrong and I fail to understand pet mechanics hmm

Edit: spelling

Solution: http://castledraft.com/editor/dVuk5o


Current life: Unknown

Rotary toggle switches... Sooooo sexy.

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#144 2014-04-04 14:47:13

monkey
Member
Registered: 2014-02-12
Posts: 50

Re: Meta-Game and Common Trap Mechanics

iceman wrote:

Here's some of the traps from my house:

http://a.disquscdn.com/uploads/mediaemb … iginal.jpg

Is there a version of this sort of thing where you must have a dog one square behind you to move forward? I thought I had one in an old house, but after trying to put one in my current house I'm starting to doubt it is even possible. Doesn't need to be a commit gate, and putting the dog 2 squares back isn't an option for me.

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#145 2014-04-04 15:13:48

gyuri
Member
Registered: 2013-07-09
Posts: 231

Re: Meta-Game and Common Trap Mechanics

Power source/switch starting off/electric floor or power source/switch starting on/trapdoor. You don't need the dog to cross these but if you want it to follow you, it has to be right behind you.

An alternative would be using a chihuahua at your feet to change the distance between you and the pitbull as you can see here.

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#146 2014-04-08 16:54:24

poor
Member
Registered: 2014-03-23
Posts: 113

Re: Meta-Game and Common Trap Mechanics

If you're going to use a combination lock of any sort (buttons or animal movement), make sure the robber can't leave without tools and can't try multiple combinations without leaving. Otherwise, I will guess every possible combination and steal all your money.


"Safety" is relative
Current life: None; I'm quite dead.

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#147 2014-04-09 10:18:07

xandalis
Member
Registered: 2014-03-14
Posts: 114

Re: Meta-Game and Common Trap Mechanics

Something to add to the collective info here that I've recently had a light-bulb about regarding the meta-game: Don't rob $0, empty 2k start houses. Why? Their next life will be invisible to you for 24 hours. If you suspect such a house belongs to an active 2k scout/robber, camp the =< 2k house range on the list, refresh often. Look for 0/0 houses that weren't there before. It might help to manually ignore houses you know you aren't looking for. It's a bit of a crap-shot, but if you catch the listing page where the house shows up after their 5 minutes into that life, wham: free/easy money. Which if you suck at robbing serious houses like I do, can make or break your income while waiting for someone to die in your house of death.

Finding the starter houses with money spent, but not cleared out, can be a bit more troublesome, as they'll blend into the sub 2k part of the list. Again, if you're looking for those easy marks, ignore houses you don't even want to see on the list. Yeah, they might pop back up if the owner's on and makes an edit/someone dies in them. But the ignore list shouldn't be depopulating itself like wildfire.

As far as the best time to try the above, that's something I'm still working on. I'd say you're most likely to catch a new house on the list if you've just been sui-scouted recently. Or you get a lot of different names you don't recognize from the list showing up on your tapes, none of which have a house up. As for "time of day," that's a total crapshot. Until you start figuring out about how many other active players are on at any given time. Which can be difficult to figure out due to alt accounts that might be in use.

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#148 2014-04-23 01:37:55

eppfel
Member
From: Germany
Registered: 2014-02-01
Posts: 324
Website

Re: Meta-Game and Common Trap Mechanics

When a cat blocks a dog southwards, you can step on it without being killed. I used this to hide a dog triggering other stuff in three houses, explained in another thread: The Dog Sight Trick

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#149 2016-06-29 07:04:53

LordSora
Member
Registered: 2014-03-02
Posts: 54

Re: Meta-Game and Common Trap Mechanics

The new trap... buying this game sad Sad but true.

Unless you think you can beat my house! Samuel Cody! Top Tier!!

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