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#26 2013-08-27 06:59:19

ukuko
Member
Registered: 2013-04-06
Posts: 334

Re: Experimental, Ridiculous Pricing

Powered doors/crowbars and trapdoors/ladders could all come down in price to make them accessible to those with starting cash.

It might make sense to lower the cost of a power unit too, as without wired walls they're harder to protect and you need many more of them.

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#27 2013-08-27 07:21:29

gumshoe
Member
Registered: 2013-08-18
Posts: 54

Re: Experimental, Ridiculous Pricing

I think its important to understand what purpose an electric door serves. Aside from pit bulls there are only two kinds of defence, powered and unpowered. An electric door is effectively the same as a fence, only vastly more expensive, although there is a caveat, electric doors hide information, this makes them useful for niche things like magic dances, but generally a fence serves the same purpose and a trap door is more effective. That said I have ideas for several places where a door would be useful,  but it serves more as a trick than a solid defence. Oh and fence conducts, TLDR fence is better at doors job than door.

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#28 2013-08-27 07:30:28

jere
Member
Registered: 2013-05-31
Posts: 540

Re: Experimental, Ridiculous Pricing

Doors corral pets. There's no other object that does that. Of course, it was a lot more powerful with the previous pet movement rules.


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#29 2013-08-27 08:56:49

gumshoe
Member
Registered: 2013-08-18
Posts: 54

Re: Experimental, Ridiculous Pricing

jere wrote:

Doors corral pets. There's no other object that does that. Of course, it was a lot more powerful with the previous pet movement rules.

Electric fence or pit does that, it just doesn't hide the info.

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#30 2013-08-27 09:18:02

ukuko
Member
Registered: 2013-04-06
Posts: 334

Re: Experimental, Ridiculous Pricing

But a door does it without destroying the pet.

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#31 2013-08-27 09:41:00

jere
Member
Registered: 2013-05-31
Posts: 540

Re: Experimental, Ridiculous Pricing

^this

I really miss the old pet movement rules, even if they were really broken.

If you kept the player restricted to the front of the house, you could have a dog run all the way across the map, then open a door that lets a cat run all the way across the map that opens another door, etc.

All told, you could get automatic button pushing going for something like 400 turns. Good for a clock signal (which would power my disco floor now) or some crazy complicated electronics.

I would kill for a clock tile.

Last edited by jere (2013-08-27 09:41:40)


Golden Krone Hotel - a vampire roguelike

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#32 2013-08-27 10:07:19

ukuko
Member
Registered: 2013-04-06
Posts: 334

Re: Experimental, Ridiculous Pricing

You need to make that disco happen.

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#33 2013-08-27 10:51:07

gumshoe
Member
Registered: 2013-08-18
Posts: 54

Re: Experimental, Ridiculous Pricing

ukuko wrote:

But a door does it without destroying the pet.

I wasn't around for the previous pet movements XD current pets dont walk over active fences.

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#34 2013-08-27 11:34:03

jere
Member
Registered: 2013-05-31
Posts: 540

Re: Experimental, Ridiculous Pricing

pets dont walk over active fences.

mind blown


Golden Krone Hotel - a vampire roguelike

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#35 2013-08-27 11:50:05

gumshoe
Member
Registered: 2013-08-18
Posts: 54

Re: Experimental, Ridiculous Pricing

I know right?

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#36 2013-08-27 12:02:06

gyuri
Member
Registered: 2013-07-09
Posts: 232

Re: Experimental, Ridiculous Pricing

I'm not sure what you guys are talking about, I just made a pitbull walk over an active fence.

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#37 2013-08-27 12:06:47

jere
Member
Registered: 2013-05-31
Posts: 540

Re: Experimental, Ridiculous Pricing

gumshoe, are you sure you weren't seeing a dog that was staying away from the odor of a dead dog in a trapdoor and there happened to be an electric floor in between? That's a pretty common set up after all.


Golden Krone Hotel - a vampire roguelike

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#38 2013-08-27 13:17:49

gumshoe
Member
Registered: 2013-08-18
Posts: 54

Re: Experimental, Ridiculous Pricing

possibly 0_0.

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#39 2013-08-27 15:10:43

jasonrohrer
Administrator
Registered: 2013-04-01
Posts: 1,235

Re: Experimental, Ridiculous Pricing

Good point!

The problem.... there are certain traps that I want them to pretty much not be able to afford to use as beginners (like trapdoors).  For that to work, the bypass tool needs to be much more expensive than the trap, pushing the cost of the bypass above the starting budget.

I don't think it's such a problem to have some traps/tools out of reach for beginners.  It gives them something to wonder about as they climb the skill ladder.  When they can FINALLY try out that trapdoor... or finally afford to get past one.

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