Difference between revisions of "IED smoke trap"
(Set up basic ideas for analysis but can't really think of many other potential strategies for it cause it overlaps so much with Tox traps, just left this edit sitting for a few days cause I'll admit it is untested but don't see why it wouldn't be much different with tox traps accomplishing nearly the same thing.) |
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− | {{ | + | {{Image wanted|reason=Images of AoE in a style similar to [[:File:Skip shield radius.jpg]]}}{{infobox main|security| |
− | | name = IED smoke trap | + | |name = IED smoke trap |
− | | image = IED smoke trap.png | + | |image = IED smoke trap.png |
− | | description = A pair of smoke shells connected to a trigger which detonates on touch or bullet impact. Since it is hidden in the surrounding terrain, it cannot be placed adjacent to other traps. Animals can sense these when calm. | + | |description = A pair of smoke shells connected to a trigger which detonates on touch or bullet impact. Since it is hidden in the surrounding terrain, it cannot be placed adjacent to other traps. Animals can sense these when calm. |
− | | type = Security | + | |type = Building |
− | | placeable = | + | |type2 = Security |
− | | size = 1 ˣ 1 | + | |placeable = true |
− | | hp = 40 | + | |minifiable = true |
− | | beauty = -4 | + | |size = 1 ˣ 1 |
− | | | + | |mass base = 2 |
− | | research = IEDs | + | |flammability = 1 |
− | | work to make = 1400 | + | |hp = 40 |
− | | resource 1 = Smoke shell | + | |sell price multiplier = 0.7 |
− | | resource 1 amount = 2 | + | |beauty = -4 |
− | | | + | |terrain affordance = light |
− | + | |research = IEDs | |
− | | | + | |thingCategories = BuildingsSecurity |
+ | |skill 1 = Construction | ||
+ | |skill 1 level = 3 | ||
+ | |work to make = 1400 | ||
+ | |resource 1 = Smoke shell | ||
+ | |resource 1 amount = 2 | ||
+ | |deconstructable = false | ||
+ | |destroyyield = nothing | ||
}} | }} | ||
− | + | '''IED smoke traps''' are landmines that harmlessly explode into a cloud of non-damaging [[blind smoke]] when tripped. | |
− | When | + | == Acquisition == |
+ | {{Acquisition}} | ||
+ | |||
+ | == Summary == | ||
+ | {{IED Note}} | ||
+ | |||
+ | When triggered, the trap will begin to spark and emit a hissing sound for {{ticks|15}} before exploding, creating a cloud of [[blind smoke]] in a 8.6-tile radius.{{Check Tag|Verify Radius|How big is the resulting cloud? Current value is pre 1.4}} The explosion and resulting cloud deal no damage but multiplies the accuracy of ranged attacks through it by {{Bad|x70%}} and prevents [[turrets]], both friendly and enemy, from targeting pawns in or behind it. The cloud dissipates after approximately 30 seconds. | ||
− | + | Non-drafted pawns will attempt to run from an activated IED trap, even if it wouldn't affect them.{{Check Tag|Verify|verify this fact}} | |
== Analysis == | == Analysis == | ||
+ | {{Stub|section=1|reason=Set up basic ideas but can't really think of many other potential strategies for it cause it overlaps so much with Tox traps}} | ||
+ | Smoke IEDS rarely see use both outside and inside of combat, mostly due to cost and that [[IED tox trap]]s {{BiotechIcon}} accomplish the same effect of reducing accuracy of only those in it while also being lethal with the sole exception of any pawns that would be immune to it, such as [[Mechanoid]]s and [[Waster]]s, this is where smoke traps come in to protect any colonist wandering into a dangerous area, place them near cover traps for areas colonists may stumble into during raids so they can make a getaway with less chance of getting shot. | ||
− | == Version | + | ==Version history== |
+ | * [[Version/1.1.0|1.1.0]] - IEDs explode when bullets hit them. This allows the player to purposefully shoot them to set them off. | ||
{{nav|security|wide}} | {{nav|security|wide}} | ||
− | [[Category:Security]] | + | [[Category:Security]] [[Category:Trap]] |
Latest revision as of 17:03, 2 September 2024
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IED smoke trap
A pair of smoke shells connected to a trigger which detonates on touch or bullet impact. Since it is hidden in the surrounding terrain, it cannot be placed adjacent to other traps. Animals can sense these when calm.
Base Stats
Building
- Size
- 1 × 1
- Minifiable
- True
- Placeable
- True
- Terrain Affordance
- Light
Creation
- Required Research
- Ieds
- Skill Required
- Construction 3
- Work To Make
- 1,400 ticks (23.33 secs)
- Destroy yield
- nothing
- thingCategories
- BuildingsSecurity
IED smoke traps are landmines that harmlessly explode into a cloud of non-damaging blind smoke when tripped.
Acquisition[edit]
IED smoke traps can be constructed once the ieds research project has been completed. Each requires 2 Smoke shells, 1,400 ticks (23.33 secs) of work modified by the construction speed of the builder, and a construction skill of 3.
Summary[edit]
Traps are single use security buildings that may be triggered when a pawn of any kind walks over it.
- The base trigger chance is 100% for enemies, including mechanoids and animals affected by the manhunter mental state. Note that despite the name, animals currently hunting a human pawn for food are not "manhunters" and are not considered enemies.
- Non-manhunting wild animals have a 25% chance to trigger the trap.
- Colonists and tame animals have 0.4% (one in 250) chance to trigger the trap.[Friendly Mechanoids?]
- Friendly visitors and their animals, as well as revenants and sightstealers will never trigger a trap.[Invisibility in general?]
However, colonists and non-manhunting animals are aware of the location of traps, and will avoid pathing over them if reasonably practical.[Path Cost?] One notable exception is roped animals being dragged by a handler - the rope limits their movement, overriding their usual behavior.
Prisoners are considered to be their original faction for the purposes of traps. Enemy who you have taken prisoner will retain their 100% trap trigger rate and will ignore traps when pathfinding. Colonists that you have taken prisoner retain their 0.4% trap trigger rate, even during a prison break, and will avoid traps whenever possible.
In all instances, the nimble trait multiplies the trigger chance for that pawn by 10%, that is, a 10% chance for enemies and 0.04% chance for friendly pawns.
IEDs can also be triggered when hit by a projectile dealing the Bullet, Arrow, or ArrowHighVelocity damage type, or when damaged below 20% of their maximum HP.
When triggered, the trap will begin to spark and emit a hissing sound for 15 ticks (0.25 secs) before exploding, creating a cloud of blind smoke in a 8.6-tile radius.[Verify Radius] The explosion and resulting cloud deal no damage but multiplies the accuracy of ranged attacks through it by ×70% and prevents turrets, both friendly and enemy, from targeting pawns in or behind it. The cloud dissipates after approximately 30 seconds.
Non-drafted pawns will attempt to run from an activated IED trap, even if it wouldn't affect them.[Verify]
Analysis[edit]
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Set up basic ideas but can't really think of many other potential strategies for it cause it overlaps so much with Tox traps. |
Smoke IEDS rarely see use both outside and inside of combat, mostly due to cost and that IED tox traps accomplish the same effect of reducing accuracy of only those in it while also being lethal with the sole exception of any pawns that would be immune to it, such as Mechanoids and Wasters, this is where smoke traps come in to protect any colonist wandering into a dangerous area, place them near cover traps for areas colonists may stumble into during raids so they can make a getaway with less chance of getting shot.
Version history[edit]
- 1.1.0 - IEDs explode when bullets hit them. This allows the player to purposefully shoot them to set them off.