... Most of the time they ought to just pass through snares, light lever traps, and fox pawboards, but occasionally those should be triggered (with no harm caused to the big animal ...
although seals should probably trigger traps most of the time, given the grace with which they move on land]).
I don't think they should move through large traps without triggering them, but rather just not walk into the confined space unless they really want to go to the other side. Thus, they'd trigger the traps more often than the small ones.
Reindeer ought to have a chance to get caught by a wolf trap if they triggered it (which would be most of the time), or injured but getting through it (obviously no injury if the trap wasn't triggered). Reindeer ought to get caught by bear traps if they trigger it, while elks ought to have a chance to escape with only injuries, but trigger it every time.
What's the point of a trap fence if it doesn't guide the animals into the traps, but guides them into holes where there's a trap only the reindeer in the center of a tight formation wouldn't avoid? The same goes for trap lines.I wasn't actually thinking nor talking about fences. Naturally it is as you say with fences.
You can make the argument that only pit traps (that can't be constructed on rocky or soggy terrain) are large enough to fill the 2 meter wide "hole" in between adjacent thingies, but it makes little sense for a trap fence where the fence can just automagically extend to fill the empty space,
and it would be rather arbitrary to say that you can't make a trap line of anything but pit traps because the the game happens to use 2 meter wide tiles and only allows you to place one trap on each tile, so you can't actually close the gaps without leaving most of the line as free space.It would not make any sense in real life. And since I'm the role-playing type, I think using traps in long lines is exploitish and gamey. But that's just not my cup of cranberry juice. Of course people are free to play as they like.
Your bait argument indicates you're in favor of making any traps but pit traps useless unless baited (with traps placed on berry bushes being baited implicitly), and that would hold for trap lines as well as free standing traps (I agree I see no reason for an animal to enter a free standing trap unless it's baited, though).No I'm not. The "drawn by the bait"-comment was a sidenote referring to real life traps, not changes I would make in Urw.
Loop snares as well as lever traps do catch hares unbaited. Simply set the trap(s) on the animals path. And here a shrub, low fence, house/barn wall can be used to guide the animals into the traps. Even row of logs or trunks* should be usable as small-game fence. Yes, they can fly/jump/scurry/climb over around or even make U-turn; but small game, especially prey ones, like cover. And predators, well, like to check the cover spots.Good point. An in-game problem is that there are no animal paths in the game (at least not ones that players can note unless observing individuals directly). However, placing traps between trees is somewhat similar (placing them on top if the in-game berry bushes is more like using natural bait, as most of the bushes are fairly low, with the exception of raspberry and black currant).
*I wish the trunks/logs would be longer than 2m; than what we get from fallen trees...
I know I asked to buff them up, but please don't make the head any harder.Spoiler: Story of a particularly hard-headed elk • show
That sums up to 27 solid hits to the skull with the blunt end of a woodman's axe. ;D
Ok we all know Unreal predators (even lynxes) are dangerous. But that's cool and all, I'm not here because of that.
My point is: Unreal elks aren't. They really are wimpy compared to the real ones. My current char had so much trouble chasing an elk he dropped all weapons but a small knife in order to ski faster. In the end, he knifed and kicked an adult elk to death (with near or zero skill in those). Sure he got a crush in the eye and fractured ribs and some bruises.
1) I'd like to see elks, especially bull ones, buffed up considerably. It should be madness to go against them practically bare-handed. The reward is anyways a huge amount of meat. More strength, stamina and speed.
2) Elk AI: Naturally they should almost always just flee, but when cornered they shouldn't just run circles to exhaustion but stop to rest and threaten the pursuer with a snort and kicking the ground. Fight or flight, not flight until breathless.
3) Enable elk to jump over fences or even break them when fleeing.
4) Elks are great swimmers irl, ought to be grandmasters in Urw.
It'd be cool to come to a new version of urw and try to exploit this old tactic only to realize the elk just swims away. Of course there should be some reluctance to animals wading and swimming, but it'd be a cool addition.
5) Urw ungulates (hoofed herbivores) are pretty good to get out of a hole in ice?
I've noticed that ungulates fall through ice easily and get out just as easily.
6) EDIT: Attack: Trampling. (Allow aggressive elks/big reindeer/beoars to enter a tile with a character, making them 'fallen'.) Hehe. And there it goes...
7) EDIT: Only pits should work for ungulates. This was always odd anyway... It's not in their nature to go into tight spots. I think all ungulates should pass all snares, lever and deadfall traps without harm or trigger.
I can play a little to see if there’s something that immediately requires attention.
The thing is, who is to say how many of the say 100 elks you get cornered would really choose to attack the pursuer to their fullest potential. 25%, 50%, 100% ? We only know it’s not 0% but not 100% either.
Quote6) EDIT: Attack: Trampling. (Allow aggressive elks/big reindeer/beoars to enter a tile with a character, making them 'fallen'.) Hehe. And there it goes...
I’m not too fancy to add new attack mechanics as the wound effects with the current ones are similar, but truly the big animals could do harm simply by running against the character.