Trapper Suggestion: What if Trapper could trap other things?
This is just something I was thinking about since we've gotten lots of new mechanics since Trapper was designed in the first place. One of the things that's possible now probably WASN'T possible when Trapper was implemented is interaction with the environment.
Perks like Bamboozle and the Entity blocking windows is a thing, and Freddy can teleport to generators. Demogorgon can spawn portals. So, what about expanding Trapper's repertoire entirely to include booby trapping windows and gens in addition to setting bear traps?
Now, I know Trapper needs a lot of love in other areas, especially when it comes to disarming/destroying/escaping traps, but this isn't about that. I just think it'd be cool if he could do more than just put traps on the ground. For instance:
New Power: Booby Trap You are an expert at jury-rigging dangerous hazards to help capture survivors in a trial. You start the game with 3 Trap Parts in your bag. Each trap you place consumes one part. Trap parts can be replenished at Scrap Piles around the map.
Depending on what you are targeting when you use the Action Button, you will place a different kind of trap.
Ground: You place a rusty bear trap on the ground, priming it to go off when stepped on. A survivor that steps on a bear trap is Injured and immobilized; they may attempt to escape on their own by using the action button or be helped by another survivor.
Window: You set up a trip-wire that causes rusty nails imbedded in jagged boards to spring out when a survivor vaults a window. A survivor that vaults a trapped window is Injured and slowed briefly.
Generator: You set up an improvised nail bomb in the internals of a generator. When a survivor begins working on a trapped generator, they must succeed at a difficult skill check. If they fail, they are Injured and the generator explodes loudly with a hail of scrap metal, inflicting the Hemorrhage status on all survivors within 3 meters.
Each of these traps would have some kind of visual clue to them - the bear trap looks like a bear trap, obviously, but the window might have some spiky, jagged edges representing the impending danger, while a generator might have nails and barbed wire on it, with a little pressure plate that spawns nearby separate from the generator itself that you have to disarm before you can work on it.
Also, I don't think survivors should be able to mess with the Scrap Piles that allow the Trapper to regenerate his Trap Parts, because no other killer in the game can have their power completely disabled by survivors and it's unfair for people to be able to permanently destroy his ability to trap things.
Traps would still be able to be disarmed by observant survivors, probably, but I just think it'd be more interesting if Trapper could do more, like some of the more recent killers with multi-part skills.
Also, if you say a word like "Trapper" a lot it starts to sound funny.
Comments
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I like this
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Trapping a generator would be more balanced if it went off when the gen is completed. From the sounds of it, the trapper would be able to trap every gen. And it’s possible that it would injure all survivors (little chance. But still a chance). Which if it is even on two gens, that still offers a pretty could amount of injuring.
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Trapper doesn't really need it, all he needs to be in a golden spot is 2 traps by default as carrying capacity.
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I don't think the explosion should injure other nearby survivors, just give them a debuff. It would only injure the person who fails the check. Having it go off when the gen is completed doesn't provide the Trapper with any information, though, and his general idea is map control with his traps.
The general idea is that first, survivors need to be more observant before they just hold M1 to repair, because they need to check it for traps. Then they need to spend a little more time disarming the trap before they can complete it. If they don't do this, they get smacked and Trapper knows where they are.
Of course, balance and testing would be required for all of this, I'm not a game designer so I couldn't just say "It's balanced" from the get-go. But Trapper should punish survivors who are careless and impatient, and reward good planning on the killer's part. He should be able to dictate the flow of the game better by making survivors slow down and look at what they're doing.
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