Traps, Tracks, and Cover-Ups
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Traps, Tracks, and Cover-Ups
Ok Let me brake down the title to get this discussion down to wraps.
Traps - an important ninja trade would be creating traps for pursing ninja to fall into.
ex (Exploding notes, Jutsu, Barriers, wires, foot-tacs(sharpe spikes that slow ninja down), etc)
Tracks - This hasn't been discussed yet to my knowledge but if nin leave marks/tracks if will help pursuers discover your direction. even making fake tracks which has been shown in Naruto.
Cover-Ups - Covering Tracks not only a literal meaning
Opinions? ideas ? type away...
Traps - an important ninja trade would be creating traps for pursing ninja to fall into.
ex (Exploding notes, Jutsu, Barriers, wires, foot-tacs(sharpe spikes that slow ninja down), etc)
Tracks - This hasn't been discussed yet to my knowledge but if nin leave marks/tracks if will help pursuers discover your direction. even making fake tracks which has been shown in Naruto.
Cover-Ups - Covering Tracks not only a literal meaning
- Spoiler:
Recent Shippuden ep 66-67
for example you and a team brake into a building by busting down the door bud guy just bounty exchanger home so we plan a proper attack for the return Bad Guys. So one of the ninja transforms into the missing door and the others camouflage outside as one of the Ninja transforms into the exchange person.
Opinions? ideas ? type away...
Sithex- Chuunin
- Posts : 111
Join date : 2008-06-01
Age : 38
Location : Canada
Re: Traps, Tracks, and Cover-Ups
Yeah definately, especially if you have a mission that involves escorting a vip, you could set up traps, like a thin invisible chakra string that is set up on the ground across a road, and if some one trips it then you would know that there is someone comming up behind you. so traps are a definate must!.
Well maybe you could have a clone justu technique that would help to dispurse your tracks by having them run in mulitiple directions .
Well maybe you could have a clone justu technique that would help to dispurse your tracks by having them run in mulitiple directions .
Rev54- Jounin
- Posts : 179
Join date : 2008-09-10
Age : 38
Re: Traps, Tracks, and Cover-Ups
Great idea.
Sw0rdm3n- SOS Modeller
- Posts : 237
Join date : 2008-08-09
Age : 34
Location : U.S.A Illinois
Re: Traps, Tracks, and Cover-Ups
Trap making / usage could be a skill or even a class.
You'd spend time collecting materials by travelling to different areas, similar to medical nins that need to gather herbs and so on. Then you can make things out of spiked / thorned items or poisonous items.
For tracking your pet might make more tracks (something we can use speed of a pet for) so they might make branches of your tracks going off in other directions..a pet or a teammate could even transform into a clone of your character to fool enemies (would work on nearly all enemies since only a small percentage have sight advantages).
Yea, and extending the idea I had about adjusting to your territory the longer you stay there, you'd passively leave less tracks as your character learns the terrain and where different parts of the environment are. So when an enemy ninja runs into a sludgy pool in the middle of your country's forest [because his area map is blurry and incomplete], they'll leave tracks but you won't. And you'll notice them a lot easier, as you don't normally leave tracks in this area for you to see.
You'd spend time collecting materials by travelling to different areas, similar to medical nins that need to gather herbs and so on. Then you can make things out of spiked / thorned items or poisonous items.
For tracking your pet might make more tracks (something we can use speed of a pet for) so they might make branches of your tracks going off in other directions..a pet or a teammate could even transform into a clone of your character to fool enemies (would work on nearly all enemies since only a small percentage have sight advantages).
Yea, and extending the idea I had about adjusting to your territory the longer you stay there, you'd passively leave less tracks as your character learns the terrain and where different parts of the environment are. So when an enemy ninja runs into a sludgy pool in the middle of your country's forest [because his area map is blurry and incomplete], they'll leave tracks but you won't. And you'll notice them a lot easier, as you don't normally leave tracks in this area for you to see.
Re: Traps, Tracks, and Cover-Ups
Sorlaize wrote:
Yea, and extending the idea I had about adjusting to your territory the longer you stay there, you'd passively leave less tracks as your character learns the terrain and where different parts of the environment are. So when an enemy ninja runs into a sludgy pool in the middle of your country's forest [because his area map is blurry and incomplete], they'll leave tracks but you won't. And you'll notice them a lot easier, as you don't normally leave tracks in this area for you to see.
I really like that idea! And you also mentioned that we could have a trap as a skill! So will there be skills? I think that idea would be great! There has been things discussed, in other threads about things that would be great to add to the game. I think that having a sub-skill class would be cool! And I think that anyone can be any sub-class that they want! The ones I like so far are
Trap master - Good at setting traps, which means that they should be able to produce there own paper bombs, maybe they need to find flowers that have ink and other flowers that they can turn into paper.
Herb Healer - Best for Medical Ninja -You can go and pick flowers or other things, and mix them up to create antidotes and eventually some real powerful stuff!
Craftsman/Blacksmith - Best for Weapons Specialist - they collect special ores and dig in mines, and maybe even cut down trees. In the end they can take all of there stuff and produce killer weapons.
Artist - I think that this could be a sub-class. You would draw creatures and they would "come to life" and battle next to you, or even use them as rides, or possbily use them as trackers to sniff prey out!
Death Dealers -opposite of Herb Healers - they create posions, like poisions gases, and confusion and paralyze potions.
Rev54- Jounin
- Posts : 179
Join date : 2008-09-10
Age : 38
Re: Traps, Tracks, and Cover-Ups
Sorlaize wrote:Trap making / usage could be a skill or even a class.
You'd spend time collecting materials by travelling to different areas, similar to medical nins that need to gather herbs and so on. Then you can make things out of spiked / thorned items or poisonous items.
For tracking your pet might make more tracks (something we can use speed of a pet for) so they might make branches of your tracks going off in other directions..a pet or a teammate could even transform into a clone of your character to fool enemies (would work on nearly all enemies since only a small percentage have sight advantages).
Yea, and extending the idea I had about adjusting to your territory the longer you stay there, you'd passively leave less tracks as your character learns the terrain and where different parts of the environment are. So when an enemy ninja runs into a sludgy pool in the middle of your country's forest [because his area map is blurry and incomplete], they'll leave tracks but you won't. And you'll notice them a lot easier, as you don't normally leave tracks in this area for you to see.
That is F**ken awesome
Sithex- Chuunin
- Posts : 111
Join date : 2008-06-01
Age : 38
Location : Canada
Re: Traps, Tracks, and Cover-Ups
Rev54 wrote:Sorlaize wrote:
Yea, and extending the idea I had about adjusting to your territory the longer you stay there, you'd passively leave less tracks as your character learns the terrain and where different parts of the environment are. So when an enemy ninja runs into a sludgy pool in the middle of your country's forest [because his area map is blurry and incomplete], they'll leave tracks but you won't. And you'll notice them a lot easier, as you don't normally leave tracks in this area for you to see.
I really like that idea! And you also mentioned that we could have a trap as a skill! So will there be skills? I think that idea would be great! There has been things discussed, in other threads about things that would be great to add to the game. I think that having a sub-skill class would be cool! And I think that anyone can be any sub-class that they want! The ones I like so far are
Trap master - Good at setting traps, which means that they should be able to produce there own paper bombs, maybe they need to find flowers that have ink and other flowers that they can turn into paper.
Herb Healer - Best for Medical Ninja -You can go and pick flowers or other things, and mix them up to create antidotes and eventually some real powerful stuff!
Craftsman/Blacksmith - Best for Weapons Specialist - they collect special ores and dig in mines, and maybe even cut down trees. In the end they can take all of there stuff and produce killer weapons.
Artist - I think that this could be a sub-class. You would draw creatures and they would "come to life" and battle next to you, or even use them as rides, or possbily use them as trackers to sniff prey out!
Death Dealers -opposite of Herb Healers - they create posions, like poisions gases, and confusion and paralyze potions.
Yeah, definately we'll use some of those. I was thinking we'd have Stereotypes that are basically classes, except your character will make their own derived class that mixes all the skills together depending on (mostly) how you train, but yea that's going offtopic xD
Sithex wrote:
That is F**ken awesome
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