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Oil Update Suggestion - Animal Trap Progression


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An issue has arisen with regards to traps. While it seems very probable that it will change, traps currently just function for relocating hatches. Though apparently slicksters can be trapped but not released at location points.

The primary complaint seems to be that by the time you want manufacture traps, beyond their resource expense, you've probably already relocated hatches. Making the traps as they are implemented not terribly useful.

I present as a suggestion for consideration the following:

  • Create animal trap tiers. Hatches being the lowest that can be made early on in the research path.
  • Have default early traps and relocators made of metal.
  • Potentially have Relocators require power
  • Create the need for traps to require lure in storage to attract and interact with animals.
  • Lures can be exotic tiered materials depending on species (gold amalgam+polluted dirt/slime for Morbs / plastic and maybe a carbon emitter for slicksters)
  • Make traps persistent but lures consumable.

I'm not against the idea, but I don't even really see a need for hatch traps.  They occur only in the start biome so it's not terribly hard to coral them, as opposed to other mobs that occur all over the place.  There's plenty of coal in the map to last anyone until they've got plastic access, if they really want to move all their hatches to their fert farm or whatever.

7 minutes ago, brummbar7 said:

They occur only in the start biome so it's not terribly hard to coral them

This is precisely why traps as implemented are a bit of a problem. By the time you are playing with petroleum most have already corraled or murdered the hatches.

I dont want to necessarily see a decrease  in resource burden for higher tier animals, but a I think the requirements for hatch relocation should be in line with their position as the first encountered animal.

We really need traps for flying creatures. Doors can corral hatches and morbs quite easily as they jump and then fall into it. Slicksters are harder but not all that bad. But shinebugs and pufts are HARD to corral. Perhaps traps ONLY work on flying creatures, encouraging clever hatch systems while providing a "stock solution" for puft slime farms.

Something I've thought about is why are drop points a thing? Wouldn't a dupe just bring the cage over and release it? 

and although ONI isn't the most realistically immersive game, the drop point's presence just makes me think that they had no other way of implementing that technically so a "drop point" object had to be created.  

[DISCLAIMER: haven't gotten a chance to mess with them yet, so what do I know] ;P

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