Difference between revisions of "Traps"
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+ | Traps are most often found in groups called arrays, and appear in a variety of layouts including rows, blocks or sparser “minefields”. They are, however, usually triggered individually. | ||
+ | |||
+ | === Triggering === | ||
+ | Moving over a trap does not always trigger it. The chance is instead determined by the form of [[propulsion]]: | ||
+ | |||
+ | {| class="wikitable" | ||
+ | |- | ||
+ | ! Mode !! Probability | ||
+ | |- | ||
+ | | Treads || 100% | ||
+ | |- | ||
+ | | Legs || 75% | ||
+ | |- | ||
+ | | Wheels || 50% | ||
+ | |- | ||
+ | | Hover/Core || 40% | ||
+ | |- | ||
+ | | Flight || 20% | ||
+ | |} | ||
+ | |||
+ | Once triggered, the trap at that position is spent and will not trigger again. (Some traps exhibit special behavior in this regard.) | ||
+ | |||
+ | Note there are also multiple undocumented circumstances under which a trap may be triggered, not simply regular movement. Also, [[Stasis Trap]]s are a special case and their chance to trigger is the opposite of the values listed above (Flight ex: 100 - 20 = 80%). | ||
+ | |||
+ | === Detection === | ||
+ | Cogmind has a 1% chance to detect each trap in view, checked every turn, where each active [[Structural Scanner]] provides a +2% bonus. Hack terminals to reveal entire trap arrays at once. Nearby allied [[operator]]s will also reveal hidden traps within your field of vision, and local trap locations can also be extracted from a pre-expired operator data core. | ||
+ | |||
+ | === Removal === | ||
+ | The simplest way to remove one or more traps is to destroy the section of floor housing it. Arrays of traps can be permanently disarmed via terminal hacking, and disabling traps on an individual basis is a possible side effect of hacking one with an active melee [[datajack]]. | ||
+ | |||
+ | === Collection === | ||
+ | An enterprising Cogmind can, with the use of a [[Trap Extractor]] or similar variant, pick up the various traps scattered throughout [[Complex 0b10]] for their own use. | ||
+ | |||
+ | === Reprogramming === | ||
+ | By default traps are programmed to trigger on detection of any foreign robot, a setting that can be modified via hacking. Known traps may be reprogrammed with an active melee datajack by bumping them, and entire arrays of traps can be reprogrammed at once from nearby terminals. Reprogrammed traps will no longer recognize Cogmind or allies as a threat, instead reacting to local combat robots. As part of the new programming, each trap’s sensitivity will also be set dangerously high, ensuring it will trigger whenever a hostile moves over it, regardless of propulsion. | ||
+ | |||
+ | |||
+ | |||
+ | There are several types of '''traps''' present in [[Complex 0b10]]. | ||
+ | * [[Alarm Trap]] | ||
+ | * [[Blade Trap]] | ||
+ | * [[Chute Trap]] | ||
+ | * [[Dirty Bomb Trap]] | ||
+ | * [[EMP Trap]] | ||
+ | * [[Fire Trap]] | ||
+ | * [[Heavy Explosive Trap]] | ||
+ | * [[Hellfire Trap]] | ||
+ | * [[Proton Bomb Trap]] | ||
+ | * [[Segregator Trap]] | ||
+ | * [[Shock Trap]] | ||
+ | * [[Stasis Trap]] |
Latest revision as of 01:10, 20 July 2018
Complex 0b10's rapid expansion has left defensive assets stretched thin in many areas. To temporarily address the growing threat of a larger Derelict incursion, a number of traps are being engineered and deployed as a more efficient way to hinder enemy advances and buy the time necessary to mobilize a garrisoned response force. Because traps are installed in areas regularly traveled by even non-combat robots, their sensitivity is set well below their maximum potential to avoid disruptions that could result from a damaged robot accidentally triggering one.
Traps are most often found in groups called arrays, and appear in a variety of layouts including rows, blocks or sparser “minefields”. They are, however, usually triggered individually.
Triggering
Moving over a trap does not always trigger it. The chance is instead determined by the form of propulsion:
Mode | Probability |
---|---|
Treads | 100% |
Legs | 75% |
Wheels | 50% |
Hover/Core | 40% |
Flight | 20% |
Once triggered, the trap at that position is spent and will not trigger again. (Some traps exhibit special behavior in this regard.)
Note there are also multiple undocumented circumstances under which a trap may be triggered, not simply regular movement. Also, Stasis Traps are a special case and their chance to trigger is the opposite of the values listed above (Flight ex: 100 - 20 = 80%).
Detection
Cogmind has a 1% chance to detect each trap in view, checked every turn, where each active Structural Scanner provides a +2% bonus. Hack terminals to reveal entire trap arrays at once. Nearby allied operators will also reveal hidden traps within your field of vision, and local trap locations can also be extracted from a pre-expired operator data core.
Removal
The simplest way to remove one or more traps is to destroy the section of floor housing it. Arrays of traps can be permanently disarmed via terminal hacking, and disabling traps on an individual basis is a possible side effect of hacking one with an active melee datajack.
Collection
An enterprising Cogmind can, with the use of a Trap Extractor or similar variant, pick up the various traps scattered throughout Complex 0b10 for their own use.
Reprogramming
By default traps are programmed to trigger on detection of any foreign robot, a setting that can be modified via hacking. Known traps may be reprogrammed with an active melee datajack by bumping them, and entire arrays of traps can be reprogrammed at once from nearby terminals. Reprogrammed traps will no longer recognize Cogmind or allies as a threat, instead reacting to local combat robots. As part of the new programming, each trap’s sensitivity will also be set dangerously high, ensuring it will trigger whenever a hostile moves over it, regardless of propulsion.
There are several types of traps present in Complex 0b10.